Esempio n. 1
0
    public static void HitSpawner(GameObject obj, int damage)
    {
        obj.GetComponent <SpawnController>().OnHit(damage);

        for (int i = (damage - 1) * 3; i > 0; i--)
        {
            Vector3 direction = obj.transform.position - instance.player.transform.position;
            GibSpawner.SpawnGib(obj.transform.position, direction.normalized, obj.GetComponent <SpawnController>().material);
        }
    }
Esempio n. 2
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    // Use this for initialization
    void Start()
    {
        startPos   = transform.position;
        controller = GetComponent <PlayerController>();
        anim       = GetComponent <Animator>();
        sr         = GetComponent <SpriteRenderer>();
        gs         = GetComponent <GibSpawner>();

        gravity         = -(2 * maxJumpHeight) / Mathf.Pow(timeToHighestPoint, 2);
        maxJumpVelocity = Mathf.Abs(gravity) * timeToHighestPoint;
        minJumpVelocity = Mathf.Sqrt(2 * Mathf.Abs(gravity) * minJumpHeight);
    }
Esempio n. 3
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    public static void HitEnemy(GameObject obj, int damage)
    {
        obj.GetComponent <EnemyController>().OnHit(damage);

        if (instance.player == null)
        {
            return;
        }

        for (int i = damage * 3; i > 0; i--)
        {
            Vector3 direction = obj.transform.position - instance.player.transform.position;
            GibSpawner.SpawnGib(obj.transform.position, direction.normalized, obj.GetComponent <MeshRenderer>().sharedMaterial);
        }
    }
Esempio n. 4
0
    void Update()
    {
        inputManager.Update();
        GibSpawner.Update();

        if (!playing)
        {
            if (Time.time > restartAfter)
            {
                Init();
            }
            return;
        }

        if (Time.time >= nextSpawnWave)
        {
            SpawnWave();
            nextSpawnWave = Time.time + 12;
        }
    }