Esempio n. 1
0
    // Update is called once per frame
    void Update()
    {
        //Debug.Log (this.gameObject.transform.position);

        if (cur == movestage.second)
        {
            this.GetComponent <Rigidbody> ().velocity = new Vector3(-2 * speed, 0f, 0f);
            if (this.gameObject.transform.position.x - this.gameObject.transform.lossyScale.x / 2 >= camW / 2)
            {
                Destroy(this.gameObject);
                return;
            }
            else if (this.gameObject.transform.position.x - this.gameObject.transform.lossyScale.x / 2 <= -camW / 2)
            {
                Destroy(this.gameObject);
                return;
            }
        }
        else
        {
            float tmp = this.gameObject.transform.position.x - shiprigidbody.gameObject.transform.position.x;

            if (tmp >= camW / 3)
            {
                if (tmp >= camW / 2)
                {
                    this.GetComponent <Rigidbody> ().velocity = new Vector3(2 * speed, 0f, 0f);
                }
                else
                {
                    this.GetComponent <Rigidbody> ().velocity = new Vector3(0f, 0f, 0f);
                    //currReload -= Time.deltaTime;
                    //if (currReload > 0){
                    //	return;
                    //}
                    //else{
                    StartCoroutine(delay());
                    Instantiate(EWeapon, this.gameObject.transform.position, this.gameObject.transform.rotation);
                    cur = movestage.second;
                    this.GetComponent <Rigidbody> ().velocity = new Vector3(-2 * speed, 0f, 0f);
                    //currReload = reload;
                    //}
                }
            }
            //else if (tmp>0) {
            //	this.GetComponent<Rigidbody> ().velocity = new Vector3 (-speed, 0f, 0f);
            //currReload = reload;

            //}
            else
            {
                this.GetComponent <Rigidbody> ().velocity = new Vector3(speed, 0f, 0f);
                //currReload = reload;
            }
        }
    }
Esempio n. 2
0
    // Update is called once per frame
    void Update()
    {
        //Debug.Log (this.gameObject.transform.position);

        if (cur == movestage.second) {
            this.GetComponent<Rigidbody> ().velocity = new Vector3 (-2*speed, 0f, 0f);
            if (this.gameObject.transform.position.x - this.gameObject.transform.lossyScale.x / 2 >= camW / 2) {
                Destroy(this.gameObject);
                return;
            }
            else if (this.gameObject.transform.position.x - this.gameObject.transform.lossyScale.x / 2 <= -camW / 2){
                Destroy(this.gameObject);
                return;
            }

        }
        else {
            float tmp = this.gameObject.transform.position.x-shiprigidbody.gameObject.transform.position.x;

            if (tmp>=camW/3 ) {
                if (tmp  >= camW/2){
                    this.GetComponent<Rigidbody> ().velocity = new Vector3 (2*speed, 0f, 0f);
                }
                else{

                this.GetComponent<Rigidbody> ().velocity = new Vector3 (0f, 0f, 0f);
                //currReload -= Time.deltaTime;
                //if (currReload > 0){
                //	return;
                //}
                //else{
                    StartCoroutine (delay());
                    Instantiate (EWeapon, this.gameObject.transform.position, this.gameObject.transform.rotation);
                    cur = movestage.second;
                this.GetComponent<Rigidbody> ().velocity = new Vector3 (-2*speed, 0f, 0f);
                    //currReload = reload;
                //}
                }

            }
            //else if (tmp>0) {
            //	this.GetComponent<Rigidbody> ().velocity = new Vector3 (-speed, 0f, 0f);
                //currReload = reload;

            //}
            else{
                this.GetComponent<Rigidbody> ().velocity = new Vector3 (speed, 0f, 0f);
                //currReload = reload;
            }
        }
    }