private void OnTriggerEnter(Collider other) { if (Tank.isPlayer(gameObject)) { if (other.gameObject.CompareTag("shild")) { PhotonNetwork.Destroy(other.gameObject); Debug.Log("Shield Collected"); shildUp = true; FloatyText.Make(prefab_floatyText, "+Shield", other.transform.position); } if (other.gameObject.CompareTag("health")) { PhotonNetwork.Destroy(other.gameObject); Debug.Log("Meds Collected"); healthUp = true; FloatyText.Make(prefab_floatyText, "+Health", other.transform.position); } if (other.gameObject.CompareTag("ammo")) { PhotonNetwork.Destroy(other.gameObject); Debug.Log("Ammo Collected"); ammoUp = true; FloatyText.Make(prefab_floatyText, "+Ammo", other.transform.position); } } }
public void AddToPlayerInventory(InventoryItem ii) { Vector3 p = ii.transform.position; Material mat = ii.GetComponent <Renderer>().material; GameClock.Delay(0, () => { // make sure object creation happens on the main thread FloatyText ft = FloatyTextManager.Create(p + (Vector3.up * game.maze.tileSize.y * game.maze.wallHeight), mat.name); ft.TmpText.faceColor = mat.color; }); // find which NPC wants this, and make them light up ParticleSystem ps = null; CharacterRoot npc = game.npcCreator.npcs.Find(n => { ps = n.GetComponentInChildren <ParticleSystem>(); if (ps.name == mat.name) { return(true); } ps = null; return(false); }); if (npc != null) { ps.Play(); } }
public void PickUp(GameObject finder) { //Show.Log(finder+" picked up "+specificName+"("+typeName+")"); Game game = Global.Get <Game>(); Vector3 p = transform.position; Material mat = GetComponent <Renderer>().material; GameClock.Delay(0, () => { // make sure object creation happens on the main thread FloatyText ft = FloatyTextManager.Create(p + (Vector3.up * game.maze.tileSize.y * game.maze.wallHeight), kind); ft.TmpText.faceColor = mat.color; }); // find which NPC wants this, and make them light up ParticleSystem ps = null; //Show.Log(specificName+" turns on particle for "+typeName); CharacterRoot npc = game.npcCreator.npcs.Find(n => { ps = n.GetComponentInChildren <ParticleSystem>(); //Show.Log(ps.name + " v " + typeName); if (ps != null && ps.name == color) { return(true); } ps = null; return(false); }); if (npc != null && ps != null) { ps.Play(); } }
public static FloatyText Make(FloatyText prefab, string text, Vector3 pos) { FloatyText ft = Instantiate(prefab.gameObject).GetComponent <FloatyText>(); ft.transform.position = pos; ft.Text = text; return(ft); }
private void CreateFailureText(Tile tileFinal, int value) { FloatyText newFloatyText = Instantiate(prefab_FloatyTextFailure, tileFinal.transform.position, Quaternion.identity).GetComponent <FloatyText>(); newFloatyText.SetText(value.ToString(), BetterColor.pinkLight); }