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); } }
// 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); }
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); } }
void Update() { inputManager.Update(); GibSpawner.Update(); if (!playing) { if (Time.time > restartAfter) { Init(); } return; } if (Time.time >= nextSpawnWave) { SpawnWave(); nextSpawnWave = Time.time + 12; } }