Esempio n. 1
0
 // Update is called once per frame
 void Update()
 {
     if (health <= 0)
     {
         if (playerHealth)
         {
             playerHealth.AddScore(score);
         }
         Destroy(gameObject);
     }
 }
 void OnTriggerEnter(Collider other)
 {
     if (other.tag == "Bullet")
     {
         Instantiate(explosion1, transform.position, transform.rotation);
         Instantiate(explosion2, transform.position, transform.rotation);
         //Instantiate (explosion);
         //explosion.transform.position = t.position;
         print("after" + t.position);
         print("Collision");
         Destroy(gameObject);
         Destroy(other.gameObject);
         gameController.AddScore();
     }
 }
Esempio n. 3
0
 // Update is called once per frame
 void Update()
 {
     if (health <= 0)
     {
         playerHealth.AddScore(score);
         if (enemy_prefab)
         {
             for (int i = 0; i < num_enemies_spawned_on_death; i++)
             {
                 float   rand_x = Random.Range(-5.0f, 5.0f);
                 float   rand_z = Random.Range(-5.0f, 5.0f);
                 Vector3 pos    = new Vector3(transform.position.x + rand_x, transform.position.y, transform.position.z + rand_z);
                 Instantiate(enemy_prefab, pos, Quaternion.identity);
             }
         }
         Destroy(gameObject);
     }
 }
Esempio n. 4
0
 void OnTriggerEnter(Collider other)
 {
     if (other.tag == "Player")
     {
         Instantiate(explosion, transform.position, transform.rotation);
         //Instantiate (explosion);
         //explosion.transform.position = t.position;
         print("after" + t.position);
         print("Collision");
         Destroy(gameObject);
         //Destroy (other.gameObject);
         gameController.AddScore();
         gameController.GateFall();
     }
     else
     {
         return;
     }
 }
Esempio n. 5
0
 void Attack()
 {
     playerHealth.TakeDamage(attackDamage);
     playerHealth.AddScore(enemyHealth.score);
     Destroy(gameObject);
 }