Esempio n. 1
0
    /*
     * The OnTriggerEnter function, void return type, parameter: Collider ***Please note that this is different then the others***
     *      If (tag of the Collider parameter equals the enemy tag)
     *          -Create a variable with the type EnemyDamage and use the GetComponent in the Collider parameter to get a referece
     *               to the EnemyDamage script.
     *          -Create a switch statement in which you'll put the enemy type variable in the EnemyDamage script into the parenthesis
     *              -A case for the first enemy type
     *                  -Call the Damage function from the EnemyDamage script and pass the weak damage variable into it
     *              -A case for the second enemy type
     *                  -Call the Damage function from the EnemyDamage script and pass the strong damage variable into it
     *              -A case for the third enemy type
     *                  -Call the Damage function from the EnemyDamage script and pass the super strong damage variable into it
     *          -Destroy this bullet ***Make sure that this is included in the if statement***
     */
    void OnTriggerEnter(Collider collider)
    {
        if (collider.tag == "Enemy")
        {
            EnemyDamage enemydamage = collider.GetComponent <EnemyDamage>();

            switch (enemydamage.enemytype)
            {
            case EnemyDamage.EnemyType.weak:
                enemydamage.Damage(weakDamage);
                break;

            case EnemyDamage.EnemyType.strong:
                enemydamage.Damage(strongDamage);
                break;

            case EnemyDamage.EnemyType.superstrong:
                enemydamage.Damage(superStrongDamage);
                break;

            default:
                break;
            }
            Destroy(gameObject);
        }
    }
Esempio n. 2
0
    public void Fire()
    {
        if (!GameManager.instance.isGameover)
        {
            RaycastHit hit;

            if (Physics.Raycast(cam.transform.position, cam.transform.forward, out hit))
            {
                if (hit.transform.tag == "Enemy" ||
                    hit.transform.name == "balloon1(Clone)" ||
                    hit.transform.name == "balloon2(Clone)" ||
                    hit.transform.name == "balloon3(Clone)")
                {
                    EnemyDamage e = hit.collider.GetComponent <EnemyDamage>();

                    e.Damage();

                    //Destroy(hit.transform.gameObject, 2f);
                    Instantiate(smoke, hit.point, Quaternion.LookRotation(hit.normal));
                }
                else
                {
                    Instantiate(gunshoot, hit.point, Quaternion.LookRotation(hit.normal));
                }
            }
        }
    }