public bool destroy_asteroid() { if (has_collided) { return(false); } score_keeper.add(points); if (spawned_debris != null) { for (int space_rock = 0; space_rock < 2; ++space_rock) { PlanetariaGameObject game_object = PlanetariaGameObject.Instantiate(spawned_debris, planetaria_transform.position, planetaria_transform.direction); Debris debris = game_object.GetComponent <Debris>(); debris.speed = this.speed; DebrisNoirs.live(game_object); // while asteroid revenge velocity (targetting satellite) is an interesting idea, // I don't think it's necessary (or would fully work as intended for that matter - it might be exploitable). // The game will probably be hard enough head/joystick controls // (and pros will still make mistakes eventually, even if its because of sleep deprivation) } } DebrisNoirs.die(this.gameObject); PlanetariaGameObject.Destroy(this.gameObject); return(true); }
public bool destroy_asteroid() { if (has_collided) { return(false); } ScoreKeeper.instance.add(points); if (left_debris != null) { DebrisNoirs.live(left_debris); left_debris.planetaria_transform.position = this.planetaria_transform.position; left_debris.planetaria_transform.direction = this.planetaria_transform.direction; left_debris.speed = this.speed; left_debris.initialize(); DebrisNoirs.live(right_debris); right_debris.planetaria_transform.position = this.planetaria_transform.position; right_debris.planetaria_transform.direction = this.planetaria_transform.direction; right_debris.speed = this.speed; right_debris.initialize(); } DebrisNoirs.die(this); return(true); }