Esempio n. 1
0
    void OnTriggerEnter(Collider other)
    {
        TripControls boost = other.GetComponent <TripControls>(); // checks if object is tram

        if (boost)
        {
            boost.SpeedChange(boost.movSpeed * 3); // increases speed of tram based on current speed
            Destroy(this.gameObject);
        }
    }
Esempio n. 2
0
    void OnTriggerEnter(Collider other)
    {
        TripControls turning = other.GetComponent <TripControls>();

        if (turning)
        {
            turning.Turning();
            Destroy(this.gameObject);
        }
    }
Esempio n. 3
0
    void OnTriggerEnter(Collider other)
    {
        TripControls brake = other.GetComponent <TripControls>(); // checks if object is tram

        if (brake)
        {
            if (endPlatform)
            {
                brake.SpeedChange(0); // stops tram if speed gets too low. should mean it reached the end platform
            }
            else
            {
                brake.SpeedChange(brake.movSpeed / 3); // decreases speed of tram based on current speed
                Destroy(this.gameObject);
            }
            Destroy(this.gameObject);
        }
    }
Esempio n. 4
0
    void Update()
    {
        if (alive)
        {
            if (enemyType == Types.backAndForth)               // enemy in a back and forth pattern along z
            {
                if (points == 0)
                {
                    points = 10;
                }
                Vector3 currentPos = transform.position;
                transform.position = new Vector3(currentPos.x, currentPos.y, Mathf.Lerp(startPos.z, startPos.z + distance, time));                   // enemy movement

                time += 0.5f * Time.deltaTime;

                if (time > maxTime)
                {
                    startPos = transform.position;
                    distance = -distance;
                    time     = 0.0f;
                    transform.Rotate(0, 180, 0);                      // change direction on reaching max distance
                }
            }
            else if (enemyType == Types.upAndDown)                 // enemy in up and down pattern along y
            {
                if (points == 0)
                {
                    points = 10;
                }
                Vector3 currentPos = transform.position;
                transform.position = new Vector3(currentPos.x, Mathf.Lerp(startPos.y, startPos.y + distance, time), currentPos.z);                   // enemy movement

                time += 0.5f * Time.deltaTime;

                if (time > maxTime)
                {
                    startPos = transform.position;
                    distance = -distance;
                    time     = 0.0f;
                }
            }
            else if (enemyType == Types.orbiting)                 // enemy movement along sphere (enemy needs to be attached to rotating sphere)
            {
                if (points == 0)
                {
                    points = 20;
                }
                float rotSpeed = Random.Range(1.0f, 20.0f);
                transform.Rotate(0, rotSpeed, 0);
            }
            else if (enemyType == Types.mob)                 // enemy movement in a mob
            {
                if (points == 0)
                {
                    points = 1;
                }
                if (body == null)
                {
                    gameObject.AddComponent <Rigidbody>();
                    body = GetComponent <Rigidbody>();
                    body.freezeRotation = true;
                }
                Ray        ray = new Ray(transform.position, transform.forward);
                RaycastHit tram;
                if (Physics.SphereCast(ray, 0.75f, out tram, 100f, layer))   // raycast checking for tram/player
                {
                    if (tram.transform.gameObject)
                    {
                        GameObject hitObject = tram.transform.gameObject;
                        dallas = hitObject.GetComponent <TripControls>();
                        if (dallas)   // if player is spotted, look at
                        {
                            Vector3 playerPos = tram.transform.GetChild(5).position;
                            transform.LookAt(playerPos);
                            StartCoroutine(Run());
                        }
                    }
                }
                if (dallas == null)
                {
                    transform.Translate(0, 0, speed * Time.deltaTime);
                    RaycastHit wall;
                    if (Physics.SphereCast(ray, 0.75f, out wall))   // changes travel direction if obstacle is in the way
                    {
                        if (wall.distance < maxDistance)
                        {
                            float angle = Random.Range(-110, 110);
                            transform.Rotate(0, angle, 0);
                        }
                    }
                }
                if (noticed)
                {
                    transform.Translate(Random.Range(-0.01f, 0.01f), 0, speed * Time.deltaTime);
                }
            }
        }
        else
        {
            transform.Translate(Random.Range(-15, 15) * Time.deltaTime, Random.Range(-15, 15) * Time.deltaTime, Random.Range(-15, 15) * Time.deltaTime);             // movement on death
        }
    }