コード例 #1
0
ファイル: Entity.cs プロジェクト: ZotChryis/BlobSquad
    public void Die()
    {
        // play death noise
        SoundManager.Get().PlaySoundEffect(SoundManager.SoundEffect.Death);

        // play death poof animation

        // If it's a castle, check to see they win
        if (TroopType == ArmyManager.Troop.Castle)
        {
            ArmyManager.Get().CastleDeath(this);
        }
        // if this is an enemy
        else if (!isFriendly)
        {
            Player.Get().AddCharisma(1, TroopType);
        }

        if (this is Player)
        {
            // TODO: Game over
            SceneManager.LoadScene("Loss", LoadSceneMode.Single);
        }

        // Inform the spawner we came from that we perished!
        if (gSpawner != null)
        {
            this.gSpawner.OnEntityDeath(this);
        }

        Destroy(this.gameObject);
    }
コード例 #2
0
ファイル: Entity.cs プロジェクト: ZotChryis/BlobSquad
    public void Attack()
    {
        canAttack      = false;
        lastAttackTime = Time.time;
        Attack attack = GameObject.Instantiate(this.AttackPrefab, transform).GetComponent <Attack>();

        attack.FriendlyAttack = this.isFriendly;
        attack.direction      = this.isFriendly ? ArmyManager.Get().cursorDirection: direction;
        attack.facing         = this.isFriendly ? ArmyManager.Get().cursorDirection : facing;
    }
コード例 #3
0
 public void AddCharisma(int amount, ArmyManager.Troop type)
 {
     gCharisma += amount;
     if (gCharisma >= Charisma)
     {
         // we have enough to recruit!
         gCharisma -= Charisma;
         ArmyManager.Get().AddUnit(type);
         Speak(RecruitMessages[Random.Range(0, RecruitMessages.Length)], 1.5f);
     }
     BarCharisma.SetPercent(gCharisma / Charisma);
 }