void HealthCheck() { //this boss health check will see if the battery is below 0 if so then //it checks the oower level to recharge the battery //then lowers the power level and weaponstates. if (activeBattery.batteryHP <= 0) { if (powerLevel > 0) { activeBattery.RechargeBattery(); powerLevel--; rHGunState -= 1; lHGunState -= 1; } else { CompleteObjective(this); bossState = StateBoss.dead; Instantiate(deathExplosion, transform.position, transform.rotation); gameObject.SetActive(false); } } else { bossState = StateBoss.alive; } }
//void PlayerTouchControls() //{ // to use with touch joypad ui elements // //// float horizTurn; // float vertMove; // float horizMove; // //transform.Translate(new Vector2(horzStrafe, vert)); // //transform.Rotate(new Vector3(0, 0, horiz)); // if (joystick.Horizontal >= .2) // { // horizMove = moveSpeed * Time.deltaTime; // } // else if (joystick.Horizontal <= -.2) // { // horizMove = -moveSpeed * Time.deltaTime; // } // else horizMove = 0; // if (joystick.Vertical >= .2) // { // vertMove = moveSpeed * Time.deltaTime; // } // else if (joystick.Vertical <= -.2) // { // vertMove = -moveSpeed * Time.deltaTime; // } // else horizMove = 0; //} void HealthCheck() { //this is the health module. it takes the activebattery object and checks its HP count if (activeBattery.batteryHP <= 0) { //if it hits 0 it checks the powerlevel to see if it can recharge the battery if (powerLevel > 0) { //if its greater than 0 then it activates the activebattery built in method to recharge it at the cost of one power level. activeBattery.RechargeBattery(); powerLevel--; Instantiate(rechargeEffect, transform.position, transform.rotation); } else {// if it cannot recharge [the powerlevel is at zero] then the game is lost gameState = StateGame.lose; playerState = StatePlayer.dead; Instantiate(deathExplosion, transform.position, transform.rotation); } } else {//if the health is not lower than 0 then the player state is alive adn the number of recharges is displayed playerState = StatePlayer.alive; activeBattery.numberOfRecharges.text = "X" + powerLevel.ToString(); } }