/////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// IEnumerator AITRAshDestroy() { //-------------- while (true) { yield return(delay1); if (enemyAiEnd == true && friendlyAiEnd == true) { TrashForAI.InTrash(gameObject); } } //-------------- }
/////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// void OnCollisionEnter(Collision collision) { //-------------- if (dead == false) { collisionObject = collision.collider.gameObject; if (collisionObject.layer == 13) { if (collisionObject.CompareTag("Bullet Default")) { currentDamage = 4; counter6 = 3; contusion = true; } Damage(); } if (collisionObject.layer == 12) { if (collisionObject.CompareTag("Bullet Destroyer")) { currentDamage = 0.2f; counter6 = 20; contusion = true; } Damage(); } } if (collisionObject.gameObject.layer == 25) { TrashForAI.InTrash(gameObject); } //-------------- }
/////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// void OnCollisionEnter(Collision collision) { //-------------- collisionObject = collision.collider.gameObject; if (dead == false) { if (collisionObject.layer == 12) { if (Class_Interface.powerEnabled == false) { if (collisionObject.CompareTag("Bullet Default")) { currentDamage = 2; } if (collisionObject.CompareTag("Bullet Light")) { currentDamage = 4; counter6 = 40; contusion = true; } if (collisionObject.CompareTag("Bullet Laser")) { currentDamage = 2; } } else { if (collisionObject.CompareTag("Bullet Default")) { currentDamage = 4; counter6 = 3; contusion = true; } if (collisionObject.CompareTag("Bullet Light")) { currentDamage = 7; counter6 = 80; contusion = true; } if (collisionObject.CompareTag("Bullet Laser")) { currentDamage = 3; } } if (collisionObject.CompareTag("Bullet Destroyer")) { currentDamage = 40; counter6 = 30; contusion = true; } injuredByPlayer = true; Damage(); } if (collisionObject.layer == 15) { if (collisionObject.CompareTag("Bullet Default")) { currentDamage = 4; counter6 = 3; contusion = true; injuredByPlayer = false; } Damage(); } } if (collisionObject.gameObject.layer == 25) { TrashForAI.InTrash(gameObject); } //-------------- if (dead == false && collisionObject.layer == 11 && collisionObject != null) { MineralsPool.TakeMineral(collisionObject); if (collisionObject.CompareTag("Mineral 0")) { amountDamage = 0; } } //-------------- }
/////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// IEnumerator Core() { //-------------- yield return(delay4); //-------------- while (dead == false) { SeesEnemiesOrPlayer(); SetCurrentState(); RandomAction(); AvoidObstacles(); if (distanceToPlayer < distanceLod0) { if (lodUpdate0 == true || lodUpdate1 == true) { lodUpdate0 = lodUpdate1 = false; } if (lodSpeed != 1) { lodSpeed = 1; } if (playerIsVisible == false && enemiesIsVisible == false) { yield return(delay2); } else { yield return(delay1); } } else if (distanceToPlayer >= distanceLod0 && distanceToPlayer < distanceLod1) { if (lodUpdate0 == false) { lodUpdate0 = true; } if (lodUpdate1 == true) { lodUpdate1 = false; } if (lodSpeed != 3) { lodSpeed = 3; } if (playerIsVisible == false && enemiesIsVisible == false) { yield return(delay3); } else { yield return(delay2); } } else if (distanceToPlayer >= distanceLod1 && distanceToPlayer < distanceLod2) { if (lodUpdate1 == false) { lodUpdate1 = true; } if (lodSpeed != 10) { lodSpeed = 10; } if (playerIsVisible == false && enemiesIsVisible == false) { yield return(delay4); } else { yield return(delay3); } } else if (distanceToPlayer >= distanceLod2) { if (lodUpdate1 == false) { lodUpdate1 = true; } if (playerIsVisible == false && enemiesIsVisible == false && planetSelectedLod == false) { if (lodSpeed != 0) { lodSpeed = 0; } yield return(delay2a); } else { if (lodSpeed != 10) { lodSpeed = 10; } yield return(delay3); } } } //-------------- weaponSparks.SetActive(false); while (dead == true) { yield return(delay3); if (counter7 < deadHideTime) { counter7++; if (counter7 == 2) { gameObject.layer = 28; } } else if (inVisible == true) { TrashForAI.InTrash(gameObject); } } //-------------- }