public void Update() { if (currentPowerUp.type != 2) // If not powerup null { this.totalDeltaTime += Time.deltaTime; if (this.totalDeltaTime > this.currentPowerUp.Duration) { this.currentPowerUp.OnFinish(); this.currentPowerUp = PowerUpFactory.GetPowerUpNull(); this.totalDeltaTime = 0; } } }
void Start() { this.WeaponData = WeaponFactory.getInstance().GetRandomWeapon(1); this.PowerUpManager = new PowerUpManager(); this.PowerUpManager.SetPowerUp(PowerUpFactory.GetPowerUpNull()); this.resources = new Dictionary <ResourceType, int>(); animator = GetComponent <Animator>(); myRigidbody2D = GetComponent <Rigidbody2D>(); // Print out starting weapon's name GameObject text = Instantiate(Text, Globals.GetPlayer().transform.position, Quaternion.identity) as GameObject; text.transform.SetParent(GameObject.Find("OverlayCanvas").transform); text.GetComponent <Text>().color = Color.white; string rollName = ("" + WeaponData.Roll).Equals("None") ? "" : (WeaponData.Roll.ToString()); text.GetComponent <Text>().text = rollName + " " + WeaponData.Type + " T" + WeaponData.Tier; text.GetComponent <DestroyAfter>().after = 3.0f; text.GetComponent <MoveUp>().speed = 0.005f; Life = MaxLife; }
void OnCollision(Collision2D collision) { if (collision.gameObject.tag == "Enemy" && !this.invincible) { addLife(-1); if (Life == 0) { // Die! FadeScreen.Animate(8, () => { ClearResources(); transform.position = Hub.instance.topDoor.transform.position - Vector3.up * 2; Life = MaxLife; WeaponData = WeaponFactory.getInstance().GetRandomWeapon(1); PowerUpManager.SetPowerUp(PowerUpFactory.GetPowerUpNull()); Room currentRoom = FindObjectsOfType <Room>().Where(r => r.ID != -1).First(); Hub.instance.topDoor.linkedRoom = (Instantiate(currentRoom.roomPrefab, Vector3.zero, Quaternion.identity) as GameObject).GetComponent <Room>(); Hub.instance.topDoor.linkedRoom.roomPrefab = currentRoom.roomPrefab; Destroy(currentRoom.gameObject); Enemy[] enemies = FindObjectsOfType <Enemy>(); for (int i = 0; i < enemies.Length; i++) { Destroy(enemies[i].gameObject); } Globals.CurrentLevel = 0; }, "Game over\n\nYou lost all your resources"); } else { // Set invincible; this.invincible = true; this.timeInvincible = 0; } } }