void Alive() { //Do animations switch (mainScript.GameState) { case GameStateEnum.Lost: AlienState = AlienStateEnum.Dying; break; case GameStateEnum.Paused: break; case GameStateEnum.Pausing: break; case GameStateEnum.Running: transform.position = new Vector3(((mainScript.movementDirection == Dir.left) ? -1 : 1) * movmentMultiplier * Time.deltaTime + transform.position.x, transform.position.y, transform.position.z); break; case GameStateEnum.Starting: break; case GameStateEnum.Unpausing: break; case GameStateEnum.Won: transform.DOMove(new Vector3(0, -0, -100), 30.0f); AlienState = AlienStateEnum.Won; break; } }
void Dying() { mainScript.playBoom(); model.SetActive(false); foreach (var item in deathParticles) { item.Play(); } AlienState = AlienStateEnum.Dead; }
public void OnTriggerEnterParent(Collider other, bool isInstantDeath = false) { if (AlienState == AlienStateEnum.Alive && other.tag == "bullet") { AlienState = AlienStateEnum.Dying; if (isInstantDeath) { foreach (var item in mainScript.Aliens) { item.AlienState = AlienStateEnum.Dying; } } mainScript.checkLoss(); } else if (AlienState == AlienStateEnum.Alive && other.tag == "death") { AlienState = AlienStateEnum.Dying; mainScript.checkLoss(); } else { mainScript.hitSide(other.tag); } }
void Alive() { //Do animations switch (mainScript.GameState) { case GameStateEnum.Lost : AlienState = AlienStateEnum.Dying; break; case GameStateEnum.Paused : break; case GameStateEnum.Pausing : break; case GameStateEnum.Running : transform.position=new Vector3(((mainScript.movementDirection == Dir.left) ? -1 : 1) * movmentMultiplier*Time.deltaTime +transform.position.x,transform.position.y,transform.position.z); break; case GameStateEnum.Starting : break; case GameStateEnum.Unpausing : break; case GameStateEnum.Won : transform.DOMove(new Vector3(0,-0,-100),30.0f); AlienState = AlienStateEnum.Won; break; } }