//Destroy and instanciate a key if it contains one public void Kill() { _laser.Activate(false); if (_key) { Instantiate(_key, this.transform.position, Quaternion.Euler(0, 0, 0)); } Destroy(this.gameObject); }
// Update is called once per frame void Update() { if (direction != _prevDir) { DirectionUpdate(); } if (BlockCheck(transform.position)) { emitLaser.Destroy(); Destroy(gameObject); return; } if (activated) { emitLaser.Activate(); emitLaser.UpdateLaser(); } else { emitLaser.Deactivate(); } }
//Activate other void ActivateOut(bool isActive) { _activeOut = isActive; _laser.Activate(isActive); }
// Use this for initialization void Start() { _laserCast = this.gameObject.GetComponent <Laser>(); _laserCast.Activate(true); SetDirection(); }
//Activates the mirror and reflection public void Activate(bool isActive) { _active = isActive; _laserReflect.Activate(isActive); }
// Use this for initialization void Start() { _laserReflect = this.gameObject.GetComponent <Laser>(); _laserReflect.Activate(false); }