virtual public void Hurt(float damage) { if (State == DinoState.IDLE) { State = DinoState.ATTACK; } health -= damage; if (health <= 0) { money.At(transform.position, Random.Range((int)(10 * Multiplier.moneyDrop), (int)(50 * Multiplier.moneyDrop))); HYPECounter.incrementHype(true); //Increment HYPE twice for big kill HYPECounter.incrementHype(true); Destroy(gameObject); } }
virtual public void Hurt(float damage) { State = EnemyState.ATTACK; health -= damage; if (health <= 0) { money.At(transform.position, Random.Range((int)(1 * Multiplier.moneyDrop), (int)(6 * Multiplier.moneyDrop))); HYPECounter.incrementHype(true); //Increment HYPE on kill Destroy(gameObject); } }
// Update is called once per frame void Update() { //If HYPE is full and player is on top of a train, spawn a HYPE Plane if (ScoreKeeper.HYPE == 6 && player.transform.position.y > 18.5 && planeSpawn) { plane = (GameObject)Instantiate(HYPEPlane, new Vector3(player.transform.position.x - 50, 28, 0), Quaternion.identity); planeSpawn = false; } //When HYPE is full, pressing the scroll wheel activates HYPE MODE, faster fire and no reloading, HYPE reset if (((Input.GetButtonDown("Interact") && Input.GetButton("Reload")) || Input.GetButtonDown("Fire3")) && ScoreKeeper.HYPE == 6) { Debug.Log("HYPE MODE"); trailName = HYPEController.HYPEMode + "Trail"; trail.Find(trailName).GetComponent <trailToggle>().On(); if (HYPEMode == "red") //Enable rapid fire { SpriteRenderer[] renderers = revolver.GetComponentsInChildren <SpriteRenderer>(); renderers[1].color = Color.red; revolver.GetComponent <gun> ().magSize = 100; revolver.GetComponent <gun> ().inMag = revolver.GetComponent <gun> ().magSize; revolver.GetComponent <gun> ().adjustCounter(revolver.GetComponent <gun> ().inMag); revolver.GetComponent <gun> ().interShotDelay = .1f; revolver.GetComponent <gun> ().rTimerOn = false; revolver.GetComponent <gun> ().kickForce = 300f; } if (HYPEMode == "purple") //Enable lazers, disable bullets { SpriteRenderer[] renderers = revolver.GetComponentsInChildren <SpriteRenderer>(); renderers[1].color = new Vector4(114, 0, 255, 255); lazers = true; //revolver.GetComponent<gun> (). DISABLE BULLETS SOMEHOW //ENABLE LASERS SOMEHOW } hTimerOn = true; ScoreKeeper.HYPED = true; AudioSource.PlayClipAtPoint(HYPEsound, transform.position); } //Timer for how long HYPE lasts, resets gun modifications once time runs out if (hTimerOn) { HYPETimer -= Time.deltaTime; if (HYPETimer <= 0) { Debug.Log("hype over..."); trailName = HYPEController.HYPEMode + "Trail"; trail.Find(trailName).GetComponent <trailToggle>().Off(); if (HYPEMode == "red") //Reset gun values { revolver.GetComponent <gun> ().magSize = 4; revolver.GetComponent <gun> ().inMag = revolver.GetComponent <gun> ().magSize; revolver.GetComponent <gun> ().adjustCounter(revolver.GetComponent <gun> ().inMag); revolver.GetComponent <gun> ().interShotDelay = .25f; revolver.GetComponent <gun> ().kickForce = 600f; } if (HYPEMode == "purple") //Disable lazers and reenable bullets { lazers = false; //revolver.GetComponent<gun> (). REENABLE BULLETS SOMEHOW } //Reset HYPE gauge, Timer, and gun color HYPECounter.incrementHype(false); //Reset HYPE, since it was activated. ScoreKeeper.HYPED = false; hTimerOn = false; HYPETimer = HYPEDuration; SpriteRenderer[] renderers = revolver.GetComponentsInChildren <SpriteRenderer>(); renderers[1].color = Color.white; } } }