Exemple #1
0
    //private GameObject explosionEffect;

    protected override void OnTrigger()
    {
        ParticleController.GetInstance().InstantiateParticle(ParticleController.Explosion, transform.position);

        //Collider[] colliders = Physics.OverlapSphere(transform.position, explosionRadius, ~(1 << LayerMask.NameToLayer("Environment")));
        //foreach (Collider collider in colliders)
        //{
        //    Rigidbody rb = collider.gameObject.GetComponent<Rigidbody>();

        //    // If this RB has a destructible, it receives damage.
        //    IDestructable destructable = rb.gameObject.GetComponent<IDestructable>();
        //    if (destructable != null)
        //    {
        //        //destructable.ReceiveDamage(CalculateDamage(rb.gameObject));
        //        //continue;
        //    }

        //    // If this is a bullet, the bullet gets destroyed.
        //    Bullet bullet = rb.gameObject.GetComponent<Bullet>();
        //    if (bullet != null)
        //    {
        //        Destroy(bullet.gameObject);
        //    }
        //    //rb.AddExplosionForce(explosionForce, transform.position, explosionRadius);
        //}

        Destroy(gameObject);
    }
Exemple #2
0
    public override void OnAdvantage(GameObject collider, GameObject other)
    {
        Debug.Log("LASER ADVANTAGE");

        isReflecting = false;

        // If this is a weapon spawn, destroy it.
        if (other.GetComponent <IWeaponSpawn>() != null)
        {
            Destroy(other);
        }

        // If this is a destructible, attempt to inflict damage.
        IDestructable destructable = other.GetComponent <IDestructable>();

        if (destructable != null)
        {
            destructable.ReceiveDamage(DamageCalculator.CalculateByDistance(collider.transform.position,
                                                                            other.transform.position, damageMultiplier));
            ParticleController.GetInstance().InstantiateParticle(ParticleController.PlayerLaserCollision, other.transform.position, transform.position);
            return;
        }

        // Finally, jam the laser if applicable.
        if (charge != null)
        {
            charge.Jam();
            Debug.Log("LASER JAMMED");
        }
    }
 /// <summary>
 /// On advantage, the other Gameobject gets destroyed.
 /// </summary>
 /// <param name="collider"></param>
 /// <param name="other"></param>
 public void OnAdvantage(GameObject collider, GameObject other)
 {
     Debug.Log("OBSTACLE ADVANTAGE:" + name + " destroyed (" + other + ")");
     if (other != this.gameObject)
     {
         other.GetComponent <IPooledObject>().Despawn();
     }
     ParticleController.GetInstance().InstantiateParticle(ParticleController.ObstacleNegate, transform.position);
 }
    public void ReceiveDamage(float damageReceived)
    {
        healthPoints -= damageReceived;
        //Debug.Log(damageReceived + "," + healthPoints);

        ParticleController.GetInstance().InstantiateParticle(ParticleController.ObstacleDamage, transform.position);
        if (!HasHealth())
        {
            OnZeroHealth();
        }
    }
Exemple #5
0
    /// <summary>
    /// Decrease the number of lives this player has.
    /// </summary>
    private void LoseLife()
    {
        lives -= 1;
        ParticleController.GetInstance().InstantiateParticle(ParticleController.PlayerDeath, transform.position);
        TimeController.GetInstance().SlowTimeForDuration(0.005f, 1.7f, 0);

        // Give the player Iframes.
        if (HasHealth())
        {
            lifeCollider.enabled = false;
            iframeTimer.StartTimer();
        }
    }
 public void OnZeroHealth()
 {
     ParticleController.GetInstance().InstantiateParticle(ParticleController.ObstacleDestroy, transform.position);
     Destroy(this.gameObject);
 }