Inheritance: MonoBehaviour
Esempio n. 1
0
    public override void OnDeath()
    {
        int          i        = this.deathClips.Length;
        DestroyAfter timeBomb = this.gameObject.AddComponent <DestroyAfter>() as DestroyAfter;

        i = Random.Range(0, i - 1);

        if (charAnimator != null)
        {
            charAnimator.SetTrigger("Death");
        }
        this.GetComponent <HealthSystem>().enabled  = false;
        this.GetComponent <TargetTracker>().enabled = false;
        this.GetComponent <Collider>().enabled      = false;
        this.GetComponent <NavMeshAgent>().enabled  = false;
        this.GetComponent <BasicAttack>().enabled   = false;
        this.gameObject.transform.SetParent(cemetery.gameObject.transform);
        if (audioEmitter != null && this.deathClips.Length > 0)
        {
            audioEmitter.PlayOneShot(this.deathClips[i]);
        }
        recenser.RemoveMe();
        this.enabled   = false;
        timeBomb.delay = delayToDestroy;
    }
Esempio n. 2
0
    private void OnTriggerEnter2D(Collider2D collision)
    {
        PlayerController player = collision.GetComponent <PlayerController>();

        if (player != null)
        {
            Animator playeranim = player.GetComponent <Animator>();

            if (playeranim != null)
            {
                AnimatorStateInfo animState = playeranim.GetCurrentAnimatorStateInfo(0);

                if (animState.IsName("Block"))
                {
                    return;
                }
                else
                {
                    Debug.Log("Die Twice");
                }
            }
            else
            {
                Debug.Log("DIE");
            }
        }
        DestroyAfter dest = GetComponent <DestroyAfter>();

        if (dest != null)
        {
            dest.Die = true;
        }

        gameObject.SetActive(false);
    }
Esempio n. 3
0
    void breakCircle()
    {
        DestroyAfter da = gate.gameObject.AddComponent <DestroyAfter>();

        guide_main.status = 5;
        da.destroy_after  = 10f;
        sc.gameObject.SetActive(false);
        AudioClips.main.play(8);
    }
        private void Awake()
        {
            destroyer = GetComponent <DestroyAfter>();
            if (destroyer != null)
            {
                destroyer.Lifetime      = Mathf.Max(effectSound.length, effectDuration, freezeDuration);
                destroyer.UseScaledTime = true;
            }

            sounds = GetComponent <AudioSource>();
        }
Esempio n. 5
0
 public static void PlaySound(string soundName)
 {
     if (CanPlaySound(soundName))
     {
         GameObject soundGameObject = new GameObject("Sound");
         soundGameObject.transform.parent = GameController.curr.transform;
         DestroyAfter da = (DestroyAfter)soundGameObject.AddComponent(typeof(DestroyAfter));
         da.timer = 2f;
         AudioSource audioSource = soundGameObject.AddComponent <AudioSource>();
         audioSource.PlayOneShot(GetAudioClip(soundName));
     }
 }
Esempio n. 6
0
    private void OnTriggerEnter2D(Collider2D collision)
    {
        PlayerController player = collision.GetComponent <PlayerController>();

        if (player != null)
        {
            Debug.Log("DieSquasdasda");
        }

        DestroyAfter dest = GetComponent <DestroyAfter>();

        if (dest != null)
        {
            dest.Die = true;
        }

        gameObject.SetActive(false);
    }
Esempio n. 7
0
    void OnCollisionEnter(Collision collision)
    {
        if (collision.gameObject.GetComponent <MainPlayer_Single>() != null)
        {
            //Destroy(collision.gameObject);
            float imp = collision.impulse.magnitude;
            imp -= 7000f;
            ContactPoint cp          = collision.contacts[0];
            Vector3      toDirection = cp.point - transform.position;
            Quaternion   r           = Quaternion.FromToRotation(Vector3.forward, toDirection);
            Instantiate(EffectManager.main.get_hit_effect(), cp.point, r, EffectManager.main.effect_parent);

            AudioClips.main.play(4);
            if (imp > 0)
            {
                Instantiate(effect1, transform);
                // imp max 3000 3000/1000000 = 0.003 4times

                StoryChapter1.main.saturationResolve -= imp / 550000f;
                StoryChapter1.main.setSaturation(Mathf.Min(1f, imp / 3000f));
                //Debug.Log(StoryChapter1.main.saturationResolve);

                if (StoryChapter1.main.saturationResolve < StoryChapter1.main.saturationMin)
                {
                    DestroyAfter da = gameObject.AddComponent <DestroyAfter>();
                    AudioClips.main.play(5);
                    da.destroy_after = 3f;
                    foreach (ParticleSystem ps in gameObject.GetComponentsInChildren <ParticleSystem>())
                    {
                        ps.Stop();
                    }
                    gameObject.GetComponent <SphereCollider>().enabled = false;
                    gameObject.GetComponent <MeshRenderer>().enabled   = false;
                    Instantiate(effect2, transform);

                    StoryChapter1.main.addContrastSystem();
                }
            }
        }
    }