// public void idle_mode(){ // // Vector2 myVel = myBody.velocity; // myVel.x = Random.Range (-30.0f, 30.0f); // myVel.y = Random.Range (-10.0f, 18.0f); // myBody.velocity = myVel*0.1f; // } // // [ServerCallback] // void OnTriggerEnter2D(Collider2D other) { // if (other.gameObject.CompareTag ("Submarine")) { // Debug.Log ("Submarine detected"); // myBody.transform.position = Vector2.MoveTowards (myBody.transform.position, other.gameObject.transform.position, attack_speed); // // } else if (other.gameObject.CompareTag ("Missile")) { // Debug.Log ("Dodging Missile"); // myBody.transform.position = Vector2.MoveTowards (myBody.transform.position, -other.gameObject.transform.position, evade_speed); // } // } // void OnDestroy(){ // Radar.RemoveRadarObject (this.gameObject); // } // void OnCollisionEnter2D(Collision2D col) { GameObject hit = col.gameObject; SubmarineHealth health = hit.GetComponent <SubmarineHealth>(); health.DecreaseHealth(); // if(health != null && health.currentHealth > 0f) // { // health.DecreaseHealth (); // //health.currentHealth -= 10f; // // // Blobs should not die upon contact with player, can only be killed by missles... // //EnemyBlobHealth enemyHealth = gameObject.GetComponent<EnemyBlobHealth> (); // //enemyHealth.DecreaseHealth (hit.tag); // // // } // else if(health != null && health.currentHealth <= 0f) // { // Debug.Log("Changing to End Panel"); // // Scene current = this.gameObject.scene; // Debug.Log(current); // GameObject[] scenes = current.GetRootGameObjects(); // foreach(GameObject root in scenes) // { // Debug.Log(root); // if(root.GetComponent<RectTransform>() != null) // { // // Debug.Log("found End"); // GameObject endScene = GameObject.FindGameObjectWithTag("End"); // for(int i = 0; i < endScene.transform.childCount; i++) // { // endScene.transform.GetChild(i).gameObject.SetActive(true); // } // //Debug.Log(endScene); // Debug.Log("Finish enabling"); // } // else if(root.GetComponent<NetworkManager>() != null) // { // root.GetComponent<NetworkManager>().StopHost(); // // } // //NetworkServer.Reset(); // } // //NetworkServer.Stop // //NetworkServer.Shutdown(); // //NetworkServer.DisconnectAll(); // NetworkServer.Reset(); // //NetworkHost host = gameObject.GetComponent<NetworkHost>(); // //NetworkManager man = host.GetComponent<Network // //man.StopHost(); // //CmdExit(); // // } }
void OnCollisionEnter2D(Collision2D col) { GameObject hit = col.gameObject; SubmarineHealth health = hit.GetComponent <SubmarineHealth>(); if (health != null) { health.DecreaseHealth(); } }
void OnTriggerEnter2D(Collider2D col) { GameObject hit = col.gameObject; if (hit.GetComponent <SubmarineHealth>() != null) { SubmarineHealth health = hit.GetComponent <SubmarineHealth>(); if (health.currentHealth < 100f) { health.currentHealth = 100f; } Destroy(this.gameObject); } }
// public void idle_mode(){ // // Vector2 myVel = myBody.velocity; // myVel.x = Random.Range (-30.0f, 30.0f); // myVel.y = Random.Range (-10.0f, 18.0f); // myBody.velocity = myVel*0.1f; // } // // void OnTriggerEnter2D(Collider2D other) { // if (other.gameObject.CompareTag ("Missile")) { // Debug.Log ("Dodging Missile"); // gameObject.transform.position = Vector2.MoveTowards (myBody.transform.position, -other.gameObject.transform.position, evade_speed); // // } else if (other.gameObject.CompareTag ("Submarine")) { // gameObject.transform.position = Vector2.MoveTowards (myBody.transform.position, other.gameObject.transform.position, attack_speed); // // } // } void OnCollisionEnter2D(Collision2D col) { GameObject hit = col.gameObject; if (hit.name.Equals("Submarine Player Nic 1(Clone)")) { SubmarineHealth health = hit.GetComponent <SubmarineHealth>(); if (health != null) { health.DecreaseHealth(); } // if (health != null && health.currentHealth != 10.0f) { // health.DecreaseHealth (); // //health.currentHealth -= 10f; // // // Blobs should not die upon contact with player, can only be killed by missles... // //EnemyBlobHealth enemyHealth = gameObject.GetComponent<EnemyBlobHealth> (); // //enemyHealth.DecreaseHealth (hit.tag); // // // } else if (health != null && health.currentHealth == 10.0f) { // // Debug.Log ("Changing to End Panel"); // // Scene current = this.gameObject.scene; // Debug.Log (current); // GameObject[] scenes = current.GetRootGameObjects (); // foreach (GameObject root in scenes) { // Debug.Log (root); // if (root.GetComponent<RectTransform> () != null) { // // Debug.Log ("found End"); // GameObject endScene = GameObject.FindGameObjectWithTag ("End"); // for (int i = 0; i < endScene.transform.childCount; i++) { // if (i == 4) { // if (endScene.transform.GetChild (i).gameObject.transform.position.y != -270) { // // endScene.transform.GetChild (i).gameObject.transform.Translate (0, -320, 0); // } // } // // endScene.transform.GetChild (i).gameObject.SetActive (true); // } // //Debug.Log(endScene); // Debug.Log ("Finish enabling"); // } else if (root.GetComponent<NetworkManager> () != null) { // root.GetComponent<NetworkManager> ().StopHost (); // // } // //NetworkServer.Reset(); // } // //NetworkServer.Stop // //NetworkServer.Shutdown(); // //NetworkServer.DisconnectAll(); // NetworkServer.Reset (); // //NetworkHost host = gameObject.GetComponent<NetworkHost>(); // //NetworkManager man = host.GetComponent<Network // //man.StopHost(); // //CmdExit(); // // } else { // Debug.Log ("THIS COULD MEAN BLOB HITTING INTO EACH OTHER"); // } } }