public void EatBonus() { if (currentPeople.isBonus) { source.PlayOneShot(bonusAudio); currentScore += currentPeople.score; currentPeople.getBonus(); currentPeople = null; score.text = "" + currentScore; } }
public void Saving() { if (currentPeople != null) { if (currentPeople.isEnemy) { currentScore -= currentPeople.score; } else { currentScore += currentPeople.score; } currentPeople = null; score.text = "" + currentScore; } }
public void AttackEnemy(int direction) { if (currentPeople != null) { PeopleAttr attr = currentPeople; if (!attr.isEnemy && !attr.isBonus) { source.PlayOneShot(hostageAudio); currentScore -= attr.score; switch (direction) { case 2: attr.left(); break; case 1: attr.right(); break; } } else if (attr.isBonus) { source.PlayOneShot(slapAudio); switch (direction) { case 2: attr.left(); break; case 1: attr.right(); break; } } else { switch (direction) { case 2: if (!attr.isLeftDefensed) { attr.left(); source.PlayOneShot(slapAudio); currentPeople = null; currentScore += attr.score; } break; case 1: if (!attr.isRightDefensed) { attr.right(); source.PlayOneShot(slapAudio); currentPeople = null; currentScore += attr.score; } break; } } score.text = "" + currentScore; } }
public void AddEnemy(GameObject gameobject) { currentPeople = gameobject.GetComponent <PeopleAttr>(); gameobject.transform.SetParent(this.transform, false); }