public void Continue() { Time.timeScale = 1; WadeMachine wade = GameObject.Find("Wade").GetComponent <WadeMachine>(); wade.inPause = false; Destroy(gameObject); }
private void OnTriggerExit(Collider other) { WadeMachine wade = other.GetComponent <WadeMachine>(); if (wade != null) { canUse = false; } }
public void RestartPause() { Time.timeScale = 1; WadeMachine wade = GameObject.Find("Wade").GetComponent <WadeMachine>(); wade.inPause = false; SceneManager.LoadScene(SceneManager.GetActiveScene().buildIndex); Destroy(gameObject); }
private void OnTriggerEnter(Collider other) { WadeMachine wade = other.GetComponent <WadeMachine>(); if (wade != null) { wade.DoTakeDamage(hitPower); } print("dfdfs"); }
// Use this for initialization void Start() { lockOnInstance = Instantiate(lockOnIndicator, PlayerTarget.transform.position + transform.forward * 50, PlayerTarget.transform.rotation); Vector3 rot = transform.localRotation.eulerAngles; heading = rot.y; tilt = 360; input = PlayerTarget.GetComponent <WadeInputs>(); machine = PlayerTarget.GetComponent <WadeMachine>(); target = followTarget.transform; }
private void OnTriggerEnter(Collider other) { WadeMachine wade = other.GetComponent <WadeMachine>(); if (wade != null) { wade.pearls += 1; Destroy(gameObject); } }
private void OnTriggerEnter(Collider other) { WadeMachine wade = other.GetComponent <WadeMachine>(); if (wade != null) { if (!isHealth) { wade.ChangeWeapon(placeInList); Destroy(gameObject); } else { wade.health = wade.startHealth; Destroy(gameObject); } } }
private void OnTriggerEnter(Collider other) { Enemy enemy = other.gameObject.GetComponent <Enemy>(); WadeMachine wade = other.gameObject.GetComponent <WadeMachine>(); WadeBoatController boat = other.gameObject.GetComponent <WadeBoatController>(); BulletStandard bullet = other.gameObject.GetComponent <BulletStandard>(); Slash slash = other.gameObject.GetComponent <Slash>(); AudioTrigger mt = other.gameObject.GetComponent <AudioTrigger>(); if (!slash) { if (wade) { if (!wadesBullet) { wade.DoTakeDamage(damage); Instantiate(explosionEffect, transform.position, transform.rotation); Destroy(gameObject); } } if (enemy) { if (wadesBullet) { enemy.DoTakeDamage(damage); Instantiate(explosionEffect, transform.position, transform.rotation); Destroy(gameObject); } } if (!wade && !bullet && !boat && !mt) { if (other.gameObject.name != "BoatTrigger" && other.gameObject.name != "Mover") { Instantiate(explosionEffect, transform.position, transform.rotation); Destroy(gameObject); } } } }
void Explode() { Instantiate(explosionEffect, transform.position, transform.rotation); Collider[] colliders = Physics.OverlapSphere(transform.position, blastRadius); foreach (Collider nearbyObject in colliders) { Enemy enemy = nearbyObject.GetComponent <Enemy>(); WadeMachine wade = nearbyObject.GetComponent <WadeMachine>(); if (enemy != null) { if (!enemyGrenade) { enemy.DoTakeDamage(damage); } } if (wade != null) { wade.DoTakeDamage(damage); } } Destroy(gameObject); }