Esempio n. 1
0
    public void OnTriggerEnter(Collider other)
    {
        TimeObject to = other.GetComponent <TimeObject>();

        if (to != null)
        {
            to.Kill(GameManager.time);
        }
    }
Esempio n. 2
0
    private void OnTriggerEnter(Collider other)
    {
        if (GameManager.instance.state == GameState.CARD_SELECT)
        {
            StartDeath();
        }
        TimeObject to = other.GetComponent <TimeObject>();

        if (to != null)
        {
            to.Kill(GameManager.time);
        }
    }
Esempio n. 3
0
    private void OnTriggerEnter(Collider other)
    {
        //if (other.gameObject.layer == LayerMask.NameToLayer("EnemyBullet")) return;
        TimeObject to = other.GetComponent <TimeObject>();

        to.Kill(GameManager.time);
        int preHitCount = currentLivingTentavles;

        hp--;
        lastHitAt = GameManager.time;
        if (currentLivingTentavles != preHitCount)
        {
            Debug.Log("killing tentacle " + nextDeadTent);
            nextDeadTent = Mathf.Clamp(nextDeadTent, 0, tentColor.Length - 1);
            tentColor[nextDeadTent].material.SetFloat("_Decay", lastHitAt);
            tentDepth[nextDeadTent].material.SetFloat("_Decay", lastHitAt);
            nextDeadTent++;
        }
        damageStack.Push(new KeyValuePair <float, float>(GameManager.time, 1));
        if (hp <= 0)
        {
            Debug.Log("Killed the boss!");
            if (GameManager.instance.state == GameState.SIMULATE_PLAY)
            {
                GameManager.ChangeState(GameState.END);
                isdying = true;
                for (int x = 0; x < headMats.Length; x++)
                {
                    headMats[x].SetFloat("_Decay", GameManager.time + 1);
                }
                timeOfDeath = GameManager.time;
            }
            Kill(GameManager.time);
            //renderObjects.SetActive(false);
        }
    }