/// <summary> /// Callback for if the player doesn't get the target node in time /// </summary> public void FailedTarget(float _distance) { MyGameManager.NormalizeTime(); Bomb bomb = SpawnBomb(bombPrefab, targetLocation); float offSetRange = 3f * (_distance + 0.15f); float x = Random.Range(-offSetRange, offSetRange); float y = Random.Range(-offSetRange, offSetRange); bomb.transform.Translate(x, y, 0f); shooting = false; foreach (Transform child in MyGameManager.TargettingNodes) { Destroy(child.gameObject); } TargettingLine.gameObject.SetActive(false); MyGameManager.IncreaseScore((int)((1f - _distance) * 10f)); int resultText = 2; if (_distance > 0.8f) { resultText = 0; } else if (_distance > 0.5f) { resultText = 1; } ParticleText text = Instantiate(particleTextPrefab, textSpawnLocation.position, Quaternion.identity).GetComponent <ParticleText>(); text.SetText(TargettingLineResults[resultText]); targetLocationCursor.Stop(); finishTargetSound.Play(); }
/// <summary> /// Callback for when the player selects the final node /// </summary> public void SuccessfulTarget() { SpawnBomb(bombPrefab, targetLocation); shooting = false; foreach (Transform child in MyGameManager.TargettingNodes) { Destroy(child.gameObject); } TargettingLine.gameObject.SetActive(false); MyGameManager.IncreaseScore(25); ParticleText text = Instantiate(particleTextPrefab, textSpawnLocation.position, Quaternion.identity).GetComponent <ParticleText>(); text.SetText(TargettingLineResults[3]); targetLocationCursor.Stop(); coolDownTimer = 0f; finishTargetSound.Play(); }