Exemple #1
0
 override public void onShot(Vector3 shotPosition, damageEffectors effector)
 {
     if (effector != damageEffectors.bullet)
     {
         return;
     }
     if (!isActivated)
     {
         calculatePoints(effector);
         StartCoroutine("destroyAllCubes");
     }
 }
Exemple #2
0
 protected void calculatePoints(damageEffectors effector)
 {
     if (effector == damageEffectors.bullet)
     {
         if (gameManager.Instance.currentTargetType == type || type == cubeTypes.special)
         {
             gameManager.Instance.incrementScore(bulletShotScore);
         }
     }
     else if (effector == damageEffectors.megaCube)
     {
         gameManager.Instance.incrementScore(bulletShotScore);
     }
 }
Exemple #3
0
 public void unfreeze(bool destroyIfPossible, damageEffectors effector)
 {
     isFrozen = false;
     if (destroyIfPossible)
     {
         calculatePoints(effector);
         explode(transform.position);
     }
     else
     {
         rb.isKinematic     = false;
         rb.angularVelocity = prefreezeAngularVelocity;
         if (prefreezeLinearVelocity == Vector3.zero)
         {
             rb.velocity = Random.onUnitSphere * instanciationVeclocityMagnitude;                                         //Meaning it was being attracted to an absorber whenit was frozen...
         }
         else
         {
             rb.velocity = prefreezeLinearVelocity;
         }
     }
 }
Exemple #4
0
 virtual public void onShot(Vector3 position, damageEffectors effector)
 {
     calculatePoints(effector);
     explode(position);
 }
Exemple #5
0
 public void onShot(Vector3 shotPosition, damageEffectors damageEffector)
 {
     resetForPooling();
 }
Exemple #6
0
 public void onShot(Vector3 shotPosition, damageEffectors damageEffector)
 {
     hasBeenShot = true;
     StopAllCoroutines(); //Incase the cube was already about to reset itself since it was finished shooting...
     StartCoroutine("Explode");
 }