Esempio n. 1
0
    IEnumerator Exp()
    {
        bombsList = FindObjectsOfType <FallDown>();

        for (int i = bombsList.Length - 1; i > -1; i--)
        {
            bombsList[i].gameObject.SetActive(false);
            GameObject newExplosion = explosion.GetClone();
            newExplosion.transform.position = bombsList[i].gameObject.transform.position;
            newExplosion.SetActive(true);
            soundExplod.Play();
            yield return(new WaitForSeconds(.2f));
        }
    }
Esempio n. 2
0
    IEnumerator Spawn()
    {
        while (!Player.lose)
        {
            float ran2 = Random.Range(1, 102);
            if (ran2 < 100 && ran2 > 95)
            {
                randomStuff = life;
            }
            else if (ran2 > 100)
            {
                randomStuff = time;
            }
            else
            {
                randomStuff = bomb;
            }

            if (interval > .1)
            {
                interval -= .003f;
            }

            GameObject newStuff = randomStuff.GetClone();
            newStuff.transform.position = new Vector2(Random.Range(-2.5f, 2.5f), 5.9f);
            newStuff.transform.rotation = Quaternion.identity;
            newStuff.SetActive(true);
            yield return(new WaitForSeconds(interval));
        }
    }
Esempio n. 3
0
    public void Shoote()
    {
        GameObject newRocket = rocket.GetClone();

        newRocket.transform.position = pointShoot.position;
        newRocket.transform.rotation = Quaternion.Euler(0, 0, 0);
        newRocket.SetActive(true);
    }
Esempio n. 4
0
    IEnumerator LoseExplode()
    {
        RocketMove.startShoot = false;
        GameObject newTheExplode = theExplode.GetClone();

        newTheExplode.transform.position = RocketMove.temp;
        newTheExplode.SetActive(true);
        explosions.Add(GameObject.FindGameObjectWithTag("Explosion"));

        for (int i = 0; i < explosions.Count; i++)
        {
            if (explosions[i].activeInHierarchy)
            {
                soundExplod.Play();
                yield return(new WaitForSeconds(.05f));

                explosions[i].SetActive(false);
            }
        }
    }