void Shoot() { if (gunLocked == true) { return; } else if (gunLocked == false) { //Instantiate projectile GameObject missileGameObject = (GameObject)Instantiate(missilePrefab, firePoint.position + new Vector3(0, 0, 36.4f), firePoint.rotation); Missile missile = missileGameObject.GetComponent <Missile>(); v = player.GetComponent <Rigidbody>().velocity *fireForce; missile.GetComponent <Rigidbody>().velocity = v; // Configure the missile using it's own functions missile.Fire(spinSpeed); missile.SelfDestruct(missileLifeSpan); //lock the gun to prevent a glitch related to creating too many missiles at once, decrement ammo gunLocked = true; Invoke("Action", 0.1f); ammo--; //Biden changes faces when firing FaceSwitch biden = player.GetComponent <FaceSwitch>(); biden.ChangeFace(2); // Biden says something FindObjectOfType <AudioManager>().PlayRandom(); } }
void OnCollisionEnter(Collision collision) { //Obstacle Collision Stuff if (collision.collider.tag == "obstacle" && CentralData.putinMode == false) { ContactPoint contact = collision.contacts[0]; GameObject deathExplosion = Instantiate(ps, playerLocation.position, Quaternion.identity); GameObject deathExplosion2 = Instantiate(ps2, playerLocation.position, Quaternion.identity); //Invoke("CreateCollisionParticles", 0.02f); //rb.AddTorque(Vector3.forward * .1f, ForceMode.VelocityChange); //int r1 = UnityEngine.Random.Range(2000, -2000); //int r2 = UnityEngine.Random.Range(-29990, -30000); rb.AddTorque(Vector3.left * 300000f); rb.AddTorque(Vector3.down * 300000f); FaceSwitch biden = this.GetComponent <FaceSwitch>(); biden.ChangeFace(2); PlayerIsAlive = false; //Another Game Over event is when player falls off the Edge FindObjectOfType <GameplayManager>().EndGame(); Debug.Log("Player Died!"); } else if (collision.collider.tag == "ground") { hasJumped = false; } }