void OnTriggerEnter(Collider other) { if (other.tag == "gameBoundary") { return; } if (other.tag == "bullet") { return; } if (other.tag == "ship") { Destroy(gameObject); //destroys power up object GameObject ship = GameObject.Find("ship"); ShipBehavior shipScript = ship.GetComponent <ShipBehavior>(); shipScript.doBarrelRoll = true; //do barrellRoll GameObject score = GameObject.Find("Score"); Score scoreScript = score.GetComponent <Score>(); scoreScript.AddScore(25); //add 25 to score //play sound audio.clip = soundfile; audio.Play(); } }
void OnTriggerEnter(Collider other) { if (other.tag == "gameBoundary") { return; } if (other.tag == "bullet") { return; } if (other.tag == "ship") { //Instantiate (explosion, transform.position, transform.rotation); //explosion will occur at asteroid //Destroy (other.gameObject); //destroys ship Destroy(gameObject); //destroys power up object GameObject ship = GameObject.Find("ship"); ShipBehavior ship2 = ship.GetComponent <ShipBehavior>(); ship2.SlowTime = true; ship2.doBarrelRoll = true; ship2.SlowTimeTime = Time.time + 30f; //play sound audio.clip = soundfile; audio.Play(); } }
// Update is called once per frame void Update() { GameObject ship = GameObject.Find("ship"); ShipBehavior ship2 = ship.GetComponent <ShipBehavior>(); if (ship2.SlowTime) { bulletSpeed = 25; } else { bulletSpeed = 50; } if (Time.time > nextShot) { nextShot = Time.time + fireRate; Rigidbody instantiatedProjectile = Instantiate(projectile, transform.position, transform.rotation) as Rigidbody; //make object move instantiatedProjectile.velocity = transform.TransformDirection(new Vector3(0, 0, bulletSpeed)); //stops collisions between bullets and camera //Physics.IgnoreCollision(instantiatedProjectile.collider, transform.root.collider); } }
void OnTriggerEnter(Collider other) { if (other.tag == "gameBoundary") { return; } if (other.tag == "bullet") { return; } if (other.tag == "ship") { GameObject ship = GameObject.Find("ship"); ShipBehavior shipbehavior = ship.GetComponent <ShipBehavior>(); shipbehavior.doBarrelRoll = true; if (shipbehavior.lives < 9) { shipbehavior.lives++; } //play sound //audio.PlayOneShot(soundfile); //audio.Play(); audio.Play(); Destroy(gameObject); //destroys power up object } }
private void OnTriggerEnter(Collider other) // when the cannonball collides with something { if (other.tag == "Player") // if object colliding with is a player { ShipBehavior player = other.GetComponent <ShipBehavior>(); // gets the player script if (player == null) { return; } player.shipHealth -= damage; // subtracts damage from the health of the player Debug.Log("PlayerHealth: " + player.shipHealth); } else if (other.tag == "AI") // if object colliding with is an ai { CannonFireAI cannonFireAI = other.GetComponent <CannonFireAI>(); RespawnBehavior respawnBehavior = other.GetComponent <RespawnBehavior>(); ShipAi shipAi = other.GetComponent <ShipAi>(); // grabs the ai script if (shipAi == null) { return; } shipAi.health -= damage; // subtracts damge from the health of the ai if (shipAi.health <= 0.0f) { respawnBehavior.Respawn(); shipAi.health = 100.0f; // Delete Below Later (Once Nathan is done with the AI code, implment that there userStatistics.addFood(Random.Range(1, 100)); userStatistics.addGold(Random.Range(1, 25)); } Debug.Log("AIHealth: " + shipAi.health); } }
public void DisableShipAndShopCanvas(ShipBehavior shipBehavior) { currentPortCanvas.enabled = false; headsUpDisplayCanvas.enabled = true; pcControlCanvas.enabled = true; shipBehavior.enabled = true; shipCanvas.enabled = false; shipBehavior.stopSail(); }
void OnCollisionEnter(Collision info) { ShipBehavior ship = info.collider.GetComponent <ShipBehavior>(); if (ship) { ship.GetDamage(damage); } Destroy(gameObject); }
public void enableShipAndShopCanvas(ShipBehavior shipBehavior) { if (currentPortCanvas == null) { return; } currentPortCanvas.enabled = true; shipCanvas.enabled = true; headsUpDisplayCanvas.enabled = false; pcControlCanvas.enabled = false; shipBehavior.enabled = false; shopExitButton.gameObject.SetActive(true); }
public bool FindShipToRemove(ShipBehavior otherShip) { ShipBehavior shipToRemove = _shipBehaviors.Find(ship => ship == otherShip); if (shipToRemove) { --_shipsRemaining; return(true); } return(false); }
// Update is called once per frame void Update() { // transform.Translate(Vector3.front * -7 * Time.deltaTime); int timemult = (int)(Time.time / 120); if (timemult > 5) { timemult = 5; } float asteroidspeed = -10f - timemult / 2; Vector3 pos = transform.position; pos.x += 0.05f * ast_direction * Time.deltaTime; pos.y += 0.02f * ast_direction * Time.deltaTime; GameObject ship = GameObject.Find("ship"); if (ship.GetComponent <ShipBehavior>() != null) { ShipBehavior ship2 = ship.GetComponent <ShipBehavior>(); if (ship2.SlowTime) { pos.z += asteroidspeed / 2 * Time.deltaTime; } else { pos.z += asteroidspeed * Time.deltaTime; } } transform.position = pos; if (pos.z <= -15) { Destroy(gameObject); } //Rotate Vector3 rot = new Vector3(); rot.x += ast_rotation * rotationSpeed * Time.deltaTime; rot.y += ast_rotation * rotationSpeed * Time.deltaTime; rot.z += ast_rotation * rotationSpeed * Time.deltaTime; transform.Rotate(rot); }
private void OnTriggerStay(Collider other) { if (other.tag == "Player") { Debug.Log("Current Port Canvas: " + portCanvas); cannonBalls.SetActive(false); shipBehavior = other.GetComponent <ShipBehavior>(); shopEnterButton.onClick.AddListener(delegate { enableShipAndShopCanvas(shipBehavior); }); shopExitButton.onClick.AddListener(delegate { DisableShipAndShopCanvas(shipBehavior); }); shopEnterButton.gameObject.SetActive(true); if (Application.platform == (RuntimePlatform.WindowsEditor | RuntimePlatform.WindowsPlayer)) { shopPcEnterKeyCode.enabled = true; if (Input.GetKeyDown(KeyCode.I)) { enableShipAndShopCanvas(shipBehavior); } } } }
//time of invulnerability after getting hit void OnTriggerEnter(Collider other) { GameObject ship = GameObject.Find("ship"); ShipBehavior shipbehavior = ship.GetComponent <ShipBehavior>(); if (other.tag == "gameBoundary") { return; } if (other.tag == "bullet") { GameObject spawner = GameObject.Find("Spawner"); enemySpaceshipSpawner spawnerScript = spawner.GetComponent <enemySpaceshipSpawner>(); Instantiate(explosion, transform.position, transform.rotation); //explosion will occur at collision if (gameObject.tag == "Enemy" || gameObject.tag == "ebullet") { Destroy(gameObject); //destroys enemy or enemy bullet(not sure if ebullet destroyed) spawnerScript.enemyAmount--; } Destroy(other.gameObject); //destroys bullet //asteroid does not get destroyed } if (other.tag == "ship" && shipbehavior.immunetime < Time.time) { shipbehavior.lives--; shipbehavior.immunetime = Time.time + 3f; Destroy(gameObject); //destroys asteroid Instantiate(explosion, transform.position, transform.rotation); //explosion will occur at asteroid if (shipbehavior.lives <= 0) { Destroy(other.gameObject); //destroys ship Application.LoadLevel(2); } } }
// Update is called once per frame void Update() { GameObject ship = GameObject.Find("ship"); ShipBehavior ship2 = ship.GetComponent <ShipBehavior>(); if (Time.time > starttime + 80f) { Destroy(gameObject); GameObject spawner = GameObject.Find("Spawner"); enemySpaceshipSpawner spawnerScript = spawner.GetComponent <enemySpaceshipSpawner>(); spawnerScript.enemyAmount--; Debug.Log("1"); } else if (Time.time > starttime + 60f) { Vector3 currentPos = this.transform.position; Vector3 target = waypoints [waypoints.Length].transform.position; Vector3 moveDirection = (target - currentPos); Vector3 velocity = rigidbody.velocity; if (ship2 != null) { if (ship2.SlowTime) { moveSpeed = 5f; } else { moveSpeed = 7.5f; } } } else if (node < waypoints.Length - 1) { Vector3 currentPos = this.transform.position; Vector3 target = waypoints [node].transform.position; Vector3 moveDirection = (target - currentPos); Vector3 velocity = rigidbody.velocity; if (ship2 != null) { if (ship2.SlowTime) { moveSpeed = 5f; } else { moveSpeed = 7.5f; } } if (moveDirection.magnitude < 1) { node++; //move to next waypoint //Debug.Log("INCREASING NODE: " + node); } else { velocity = moveDirection.normalized * moveSpeed; //Debug.Log("VELOCITY: " + velocity); } rigidbody.velocity = velocity; } else { node = 0; //reset to cycle formation } }
private void Start() { _shipMesh = transform.GetChild(0).gameObject; _ship = GetComponent <ShipBehavior>(); _manager = FindObjectOfType <PlayerManager>(); }
void Start() { ship = GetComponent <ShipBehavior>(); }
// Use this for initialization void Start() { pSys = GetComponent <ParticleSystem>(); ship = transform.parent.GetComponent <ShipBehavior>(); }