Exemple #1
0
    // when someone enters the objective region
    private void OnTriggerEnter2D(Collider2D collision)
    {
        GameObject go = collision.gameObject;
        PlayerBS   pl = null;
        ZombieBS   zm = null;

        if (go != null)
        {
            switch (objType)
            {
            case ObjType.WinLevel:
                pl = go.GetComponent <PlayerBS>();
                if (pl != null)
                {
                    bool hasAllItems = true;
                    if (ReqItems.Count > 0)
                    {
                        foreach (ItemBS i in ReqItems)
                        {
                            if (false == pl.character.inventory.Contains(i))
                            {
                                hasAllItems = false;
                            }
                        }
                    }
                    if (hasAllItems)
                    {
                        finishedObjective = true;
                    }
                }
                break;

            case ObjType.QuitLevel:
                pl = go.GetComponent <PlayerBS>();
                if (pl != null)
                {
                    finishedObjective = true;
                }
                break;

            case ObjType.LoseLevel:
                zm = go.GetComponent <ZombieBS>();
                if (zm != null)
                {
                    finishedObjective = true;
                }
                break;

            default:
                break;
            }
        }
    }
Exemple #2
0
    // spawns a new zombie (and returns)
    public GameObject SpawnZombie(Vector2 spawnPoint)
    {
        GameObject zombie = Instantiate(prefabZombie, this.transform) as GameObject;

        ALL_CHARACTERS.Add(zombie);
        zombie.transform.position = spawnPoint;
        Character_BS zChar = zombie.GetComponent <Character_BS>();

        zChar.health        = (int)UnityEngine.Random.Range(60, 100);
        zChar.maxHealth     = zChar.health;
        zChar.BaseWalkSpeed = UnityEngine.Random.Range(0.25f, 0.35f);
        zChar.BaseRunSpeed  = zChar.BaseWalkSpeed * 1.5f;

        //zChar.items; does the zombie have some items

        ZombieBS zBS = zombie.GetComponent <ZombieBS>();

        zBS.delayTime       = UnityEngine.Random.Range(0.3f, 0.9f); // how long after going idle till they stop
        zBS.minIntensity    = UnityEngine.Random.Range(0.5f, 1f);   // how likely to respond to minor sounds
        zBS.hardDetectRange = UnityEngine.Random.Range(1.5f, 2f);   // how close before hard target

        return(zombie);
    }