Exemple #1
0
    private void animLaserFire()
    {
        switch (attackAnimationState)
        {
        case AttackAnimationState.NeedsToStart:
            LaserFire.Play();
            playSound(LaserFireSound);
            attackAnimationState = AttackAnimationState.InProgress;

            break;

        case AttackAnimationState.InProgress:
            LaserFire.transform.Rotate(new Vector3(0, 0, 10) * Time.deltaTime);

            if (LaserFire.transform.rotation.eulerAngles.z > 9 &&
                LaserFire.transform.rotation.eulerAngles.z < 10)
            {
                LaserFire.Stop();
                LaserFire.Clear();

                LaserFire.transform.localRotation = initialLaserRot;
                currentAnimation     = AnimationSequence.None;
                attackAnimationState = AttackAnimationState.Off;

                //EVERYONE DIES HAHAHAHAHAHAH
                targets.ForEach(t => t.Damage(AttackPower));

                AnimationInProgress = false;
            }

            break;
        }
    }
Exemple #2
0
 void LateUpdate()
 {
     if (hitObject != null && opacity > 0.99f)
     {
         LaserFire laser = hitObject.GetComponent <LaserFire>();
         if (laser != null)
         {
             laser.isFiring = true;
         }
     }
 }
    //Collisions
    private void OnTriggerEnter2D(Collider2D collision)
    {
        LaserFire laser = collision.gameObject.GetComponent <LaserFire>();

        //Checks if collider is LaserFire object to take damage, if less than heath, destroys.
        if (laser)
        {
            laser.Hit();
            health -= laser.GetDamage();
            Debug.Log("Player shot!!!");

            if (health <= 0)
            {
                PlayerDeath();
            }
        }
    }
Exemple #4
0
    //Collisions with this enemy
    private void OnTriggerEnter2D(Collider2D collision)
    {
        //gets reference to LaserFire type object if is collision
        LaserFire laser = collision.gameObject.GetComponent <LaserFire>();

        //if not null object
        if (laser != null)
        {
            //calls Hit() of the laser, gets damage amount and ups the score by enemy scoreValue
            laser.Hit();
            health -= laser.GetDamage();
            scoreKeeper.Score(scoreValue);

            if (health <= 0)
            {
                Destroy(gameObject);
                AudioSource.PlayClipAtPoint(deathSound, transform.position);
                Debug.Log("destroyed!!!");
            }
        }
    }
Exemple #5
0
    private void animLaserCharge()
    {
        switch (attackAnimationState)
        {
        case AttackAnimationState.NeedsToStart:
            LaserCharge.Play();

            attackAnimationState = AttackAnimationState.InProgress;
            playSound(LaserChargeSound);

            break;

        case AttackAnimationState.InProgress:
            if (LaserCharge.time >= 2.5)
            {
                currentAnimation     = AnimationSequence.LaserFire;
                attackAnimationState = AttackAnimationState.NeedsToStart;
                LaserFire.Stop();
            }

            break;
        }
    }