Esempio n. 1
0
 IEnumerator SheepFlyOut_bak()
 {
     while (_theHouse.sheep > 0)
     {
         ++_outSheep;
         _theHouse.OnInfected();
         if (_theHouse.sheep == 0)
         {
             var ins     = Instantiate <TheSheep> (_theInfectedShepherdPrefab, _theShepherd.transform.position, Quaternion.identity);
             var forward = transform.position - ins.transform.position;
             forward.Normalize();
             ins.speed = _theSheepSpeed / 2.5f;
             _theShepherd.gameObject.SetActive(false);
         }
         else
         {
             var pos = _theHouse.transform.position;
             pos.x = Random.Range(-.8f, .8f);
             var ins = Instantiate <TheSheep> (_theSheepPrefab, pos, Quaternion.identity);
             ins.transform.localScale = Vector3.one * Random.Range(.7f, 1f);
             var forward = transform.position - ins.transform.position;
             forward.Normalize();
             ins.speed = Random.Range(_theSheepSpeed / 2.5f, _theSheepSpeed);
         }
         yield return(new WaitForSeconds(.085f));
     }
 }
Esempio n. 2
0
 public void Hit()
 {
     Instantiate(_dissolvedEffectOnHit, Vector3.up * 1.01f, Quaternion.identity);
     _theHouse.OnInfected();
     _settings.Vibrate();
     if (_theHouse.sheep <= 0)
     {
         _settings.GameOver();
     }
 }
Esempio n. 3
0
    IEnumerator GoingOut(Transform goOutPoint)
    {
        yield return(new WaitForSeconds(1f));

        var particleMain = particle.main;

        particleMain.loop = true;
        particle.Play();
        speed = infectedSpeed;
        transform.localScale = Vector3.one;
        gameObject.SetActive(true);
        transform.position = new Vector3(transform.position.x, goOutPoint.position.y, transform.position.z);
        _theHouse.OnInfected();
    }