Esempio n. 1
0
    protected void StartBegin()
    {
        anim      = GetComponent <Animator>();
        playerObj = FindObjectOfType <SpaceShipMove>();
        enemyRB   = GetComponent <Rigidbody>();

        enemyBattleAI = GetComponent <EnemyShipBattleAI>();

        myHealth             = GetComponent <Damagable>();
        myHealth.enemyChHlth = OnHealthChange;
        myHealth.deathDel    = OnDeath;

        LPP       = FindObjectOfType <ListPathPoints>();
        waypoints = LPP.GetPath(indexOfPath);

        waypointsCoord = new List <Vector3>();
        foreach (Transform tr in waypoints)
        {
            waypointsCoord.Add(tr.position);
        }

        currWayIndex         = 0;
        currWayPoint         = waypointsCoord[currWayIndex];
        addedWayIndex        = -1;
        increment            = 1;
        isUnderAttack        = false;
        obstacleRunawayState = false;
    }
Esempio n. 2
0
    public void FreezeAll()
    {
        //playerCamera.GetComponent<Animator>().enabled = false;
        SpaceShipMove ssm = gameObject.GetComponent <SpaceShipMove>();

        ssm.DisableControl();
        myDamagable.SetInvulnerable(true);


        playerCamera.transform.localPosition    = cameraVortexPosition;
        playerCamera.transform.localEulerAngles = cameraVortexAngles;
    }
Esempio n. 3
0
    IEnumerator UnfreezeCoroutine()
    {
        //playerCamera.GetComponent<Animator>().enabled = false;
        while (Vector3.Distance(playerCamera.transform.localPosition, cameraGamePosition) >= 0.1f && Vector3.Distance(playerCamera.transform.localEulerAngles, cameraGameAngles) >= 0.1f)
        {
            if (Vector3.Distance(playerCamera.transform.localPosition, cameraGamePosition) >= 0.1f)
            {
                playerCamera.transform.localPosition = Vector3.Lerp(cameraVortexPosition, cameraGamePosition, subtimer / 0.5f);
            }
            else
            {
                playerCamera.transform.localPosition = cameraGamePosition;
            }
            if (Vector3.Distance(playerCamera.transform.localEulerAngles, cameraGameAngles) >= 0.1f)
            {
                playerCamera.transform.localEulerAngles = Vector3.Lerp(cameraVortexAngles, cameraGameAngles, subtimer / 0.5f);
            }
            else
            {
                playerCamera.transform.localEulerAngles = cameraGameAngles;
            }

            subtimer += vortexDeltaTime;

            yield return(new WaitForSeconds(vortexDeltaTime));
        }

        subtimer = 0.0f;

        //playerCamera.transform.localPosition = cameraGamePosition;
        //playerCamera.transform.localEulerAngles = cameraGameAngles;

        SpaceShipMove ssm = gameObject.GetComponent <SpaceShipMove>();

        myDamagable.SetInvulnerable(false);
        ssm.EnableControl();
    }