Exemple #1
0
    /// <summary>
    /// This function is for dealing with shield-ship or shield-wreckage collides.
    /// </summary>
    /// <param name="x"></param>
    void OnTriggerStay2D(Collider2D x)
    {
        if (x.gameObject.tag != "Enemy" && x.gameObject.tag != "Wreckage")
        {
            return;
        }

        // Colliding damage is defined here.
        float dmgps = 3000;
        float dmg   = dmgps * Time.fixedDeltaTime;

        sp -= dmg; // *Not* RevieveDamage.
        SpecObject s = x.gameObject.GetComponent <SpecObject>();

        if (s != null)
        {
            s.RecieveDamage(DamageType.Energy, dmg);
            Player player = this.transform.parent.gameObject.GetComponent <Player>();
            player.v = (Vector2)(this.gameObject.transform.parent.position -
                                 x.gameObject.transform.position).normalized;
        }

        // **No physics effects yet.**

        // Shuold have some special FX when colliding.
    }
Exemple #2
0
    void OnTriggerStay2D(Collider2D x)
    {
        if (x.gameObject.tag != "Enemy" && x.gameObject.tag != "Wreckage")
        {
            return;
        }
        if (!shield.shutdown)
        {
            return;                   // Shield will protect it from collide.
        }
        // Colliding damage is defined here.
        float dmgps = 3000;
        float dmg   = dmgps * Time.fixedDeltaTime;

        hp -= dmg; // *Not* RevieveDamage.
        SpecObject s = x.gameObject.GetComponent <SpecObject>();

        if (s != null)
        {
            s.RecieveDamage(DamageType.Energy, dmg * 2f);
            v = (Vector2)(this.gameObject.transform.position -
                          x.gameObject.transform.position).normalized * 2f;
        }

        // **No physics effects yet.**
    }
Exemple #3
0
    /// <summary>
    ///
    /// </summary>
    /// <param name="x"></param>
    /// <param name="loc">The correct hit location.</param>
    void Hit(Collider2D x, Vector2 loc)
    {
        GameObject t = x.gameObject;

        // Should do nothing with the friendly.
        if (this.gameObject.tag == "AllyCannonball")
        {
            if (t.tag == "Ally" || t.tag == "AllyCannonball" | t.tag == "Player")
            {
                return;
            }
        }
        else if (this.gameObject.tag == "EnemyCannonball")
        {
            if (t.tag == "Enemy" || t.tag == "EnemyCannonball")
            {
                return;
            }
        }

        /*else if(this.gameObject.tag != "UsedCannonball")
         * {
         *  Debug.Log("WARNING: Cannonball tag is not set properly : " + this.gameObject.name);
         *  return;
         * }*/

        if (hitted)
        {
            return;         // This gameobjcet will be destroyed when timeout in FixedUpdate.
        }
        // Notice that all *can-be-hit* cannonball & missiles *should* mount a SpecObject.
        SpecObject s = t.GetComponent <SpecObject>();

        if (s == null)
        {
            return;
        }

        s.RecieveDamage(damageType, damage);

        this.GetComponent <AudioSource>().Play();

        // Not to destroy this object immediatly for playing sounds.
        //Destroy(this.gameObject);
        Collider2D cd = this.gameObject.GetComponent <Collider2D>();

        if (cd != null)
        {
            Destroy(cd);
        }
        SpriteRenderer rd = this.gameObject.GetComponent <SpriteRenderer>();

        if (rd != null)
        {
            Destroy(rd);
        }
        this.gameObject.tag = "UsedCannonball";
        hitted = true;

        // FX objects...
        if (explodeFX != null)
        {
            // Maintain direction...
            Vector3 dir;
            float   a;
            this.gameObject.transform.rotation.ToAngleAxis(out a, out dir);
            if (dir.z < 0)
            {
                dir = -dir; a = -a;
            }
            Vector2 vdir;
            vdir.y = Mathf.Min(Mathf.Cos(a * Mathf.Deg2Rad) * speed, 0f);
            vdir.x = -Mathf.Sin(a * Mathf.Deg2Rad) * speed;
            if (vdir.magnitude > Global.flySpeed * 0.5f)
            {
                vdir = vdir.normalized * Global.flySpeed * 0.5f;
            }

            // Create and assign fx objects...
            for (int i = 0; i < explodeFX.Length; i++)
            {
                GameObject fx = Instantiate(explodeFX[i]);
                fx.transform.position = loc;
                Flasher fl = fx.GetComponent <Flasher>();
                if (fl != null)
                {
                    fl.baseSpeed = vdir;
                }
            }
        }

        // particle objects...
        if (explodeParticles != null)
        {
            for (int i = 0; i < explodeParticles.Length; i++)
            {
                GameObject pc = Instantiate(explodeParticles[i]);
                pc.transform.position = loc;
                // Turn the color to red as enemies' ship damaged.

                SpriteRenderer prd = pc.GetComponent <SpriteRenderer>();
                Shield         sd  = x.gameObject.GetComponent <Shield>();
                if (prd != null && sd == null)
                {
                    SpriteRenderer spr = s.gameObject.GetComponent <SpriteRenderer>();
                    if (spr != null)
                    {
                        float hrate = 0.5f + 0.5f * s.hp / s.hpMax;
                        prd.color = new Color(
                            spr.color.r,
                            spr.color.g * hrate,
                            spr.color.b * hrate,
                            spr.color.a);
                    }
                }
            }
        }
    }