incrementHype() public méthode

public incrementHype ( bool increment ) : int
increment bool
Résultat int
Exemple #1
0
 virtual public void Hurt(float damage)
 {
     if (State == DinoState.IDLE)
     {
         State = DinoState.ATTACK;
     }
     health -= damage;
     if (health <= 0)
     {
         money.At(transform.position, Random.Range((int)(10 * Multiplier.moneyDrop), (int)(50 * Multiplier.moneyDrop)));
         HYPECounter.incrementHype(true);             //Increment HYPE twice for big kill
         HYPECounter.incrementHype(true);
         Destroy(gameObject);
     }
 }
Exemple #2
0
 virtual public void Hurt(float damage)
 {
     State   = EnemyState.ATTACK;
     health -= damage;
     if (health <= 0)
     {
         money.At(transform.position, Random.Range((int)(1 * Multiplier.moneyDrop), (int)(6 * Multiplier.moneyDrop)));
         HYPECounter.incrementHype(true);             //Increment HYPE on kill
         Destroy(gameObject);
     }
 }
Exemple #3
0
    // Update is called once per frame
    void Update()
    {
        //If HYPE is full and player is on top of a train, spawn a HYPE Plane
        if (ScoreKeeper.HYPE == 6 && player.transform.position.y > 18.5 && planeSpawn)
        {
            plane      = (GameObject)Instantiate(HYPEPlane, new Vector3(player.transform.position.x - 50, 28, 0), Quaternion.identity);
            planeSpawn = false;
        }


        //When HYPE is full, pressing the scroll wheel activates HYPE MODE, faster fire and no reloading, HYPE reset
        if (((Input.GetButtonDown("Interact") && Input.GetButton("Reload")) || Input.GetButtonDown("Fire3")) && ScoreKeeper.HYPE == 6)
        {
            Debug.Log("HYPE MODE");

            trailName = HYPEController.HYPEMode + "Trail";
            trail.Find(trailName).GetComponent <trailToggle>().On();

            if (HYPEMode == "red")              //Enable rapid fire
            {
                SpriteRenderer[] renderers = revolver.GetComponentsInChildren <SpriteRenderer>();
                renderers[1].color = Color.red;
                revolver.GetComponent <gun> ().magSize = 100;
                revolver.GetComponent <gun> ().inMag   = revolver.GetComponent <gun> ().magSize;
                revolver.GetComponent <gun> ().adjustCounter(revolver.GetComponent <gun> ().inMag);
                revolver.GetComponent <gun> ().interShotDelay = .1f;
                revolver.GetComponent <gun> ().rTimerOn       = false;
                revolver.GetComponent <gun> ().kickForce      = 300f;
            }

            if (HYPEMode == "purple")              //Enable lazers, disable bullets
            {
                SpriteRenderer[] renderers = revolver.GetComponentsInChildren <SpriteRenderer>();
                renderers[1].color = new Vector4(114, 0, 255, 255);
                lazers             = true;
                //revolver.GetComponent<gun> (). DISABLE BULLETS SOMEHOW
                //ENABLE LASERS SOMEHOW
            }
            hTimerOn          = true;
            ScoreKeeper.HYPED = true;
            AudioSource.PlayClipAtPoint(HYPEsound, transform.position);
        }

        //Timer for how long HYPE lasts, resets gun modifications once time runs out
        if (hTimerOn)
        {
            HYPETimer -= Time.deltaTime;
            if (HYPETimer <= 0)
            {
                Debug.Log("hype over...");

                trailName = HYPEController.HYPEMode + "Trail";
                trail.Find(trailName).GetComponent <trailToggle>().Off();

                if (HYPEMode == "red")                  //Reset gun values
                {
                    revolver.GetComponent <gun> ().magSize = 4;
                    revolver.GetComponent <gun> ().inMag   = revolver.GetComponent <gun> ().magSize;
                    revolver.GetComponent <gun> ().adjustCounter(revolver.GetComponent <gun> ().inMag);
                    revolver.GetComponent <gun> ().interShotDelay = .25f;
                    revolver.GetComponent <gun> ().kickForce      = 600f;
                }

                if (HYPEMode == "purple")                  //Disable lazers and reenable bullets
                {
                    lazers = false;
                    //revolver.GetComponent<gun> (). REENABLE BULLETS SOMEHOW
                }

                //Reset HYPE gauge, Timer, and gun color
                HYPECounter.incrementHype(false);                 //Reset HYPE, since it was activated.
                ScoreKeeper.HYPED = false;
                hTimerOn          = false;
                HYPETimer         = HYPEDuration;
                SpriteRenderer[] renderers = revolver.GetComponentsInChildren <SpriteRenderer>();
                renderers[1].color = Color.white;
            }
        }
    }