// Use this for initialization void Start() { movable = GetComponentInParent <Movable>(); last_firing_timepoint = Time.time; body = GetComponentInChildren <ColoredBody>().gameObject; life_control = GetComponent <LifeControl>(); }
private void on_one_enemy_destroyed(LifeControl enemy_life) { --enemies_left_count; if (enemies_left_count < 0) { Debug.LogError("Enemy tracking logic in Wave failed"); enemies_left_count = 0; } check_end_of_wave(); }
private void OnEnemyKilled(LifeControl life) { var time_bonus = TimeBonus.GetBonusForTime(life.ScreenTime); var enemy_score = life.score_points_on_destroyed <= 0 ? life.TotalHitPoints : life.score_points_on_destroyed; var kill_points = time_bonus.points_amount + enemy_score; var total_points = kill_points * ScoreMultiplier; var screenPoint = life.gameObject.transform.position; UI_Scoring.DisplayEnemyPoint(screenPoint, enemy_score, time_bonus.name); score += total_points; UpdateDisplay(); }