// Use this for initialization void Start() { try{ player = GameObject.FindGameObjectWithTag("Player").GetComponent <SpaceMarineController> (); } catch { Start(); } player.boosterAmmo--; Destroy(gameObject, 10.0f); }
// Update is called once per frame void Update() { if (player == null) { try{ player = GameObject.FindGameObjectWithTag("Player").GetComponent <SpaceMarineController> (); } catch { return; } } // make platform turn to the direction it is going to boost the player to if (player.facingRight) { transform.rotation = Quaternion.Euler(0, 0, -270f); } else { transform.rotation = Quaternion.Euler(0, 0, -90f); } // this experimental code makes the boost direction dependend on the position of the crosshair in relation to the player, the platform direction is adjusted accordingly // this type of booster platform could be used as an advanced upgrade to the standard booster if (directionalBoosterEnabled) { pos = Camera.main.WorldToScreenPoint(transform.position); dir = Input.mousePosition - pos; angle = Mathf.Atan2(dir.y, dir.x) * Mathf.Rad2Deg; angle += 90f; transform.rotation = Quaternion.AngleAxis(angle, Vector3.forward); } }
// Update is called once per frame void Update() { if (player == null) { try{ player = GameObject.FindGameObjectWithTag("Player").GetComponent <SpaceMarineController> (); } catch { return; } } if (exit == null) { exit = GameObject.FindGameObjectWithTag("ExitDoor").GetComponent <Exit> (); if (exit == null) { return; } } if (Input.GetKeyDown(KeyCode.Escape)) { if (exit.finished == true) { return; } if (pause == true) { pause = false; runGame(); } else { pause = true; pauseGame(); } } }
void OnTriggerEnter2D(Collider2D col) { SpaceMarineController player = col.GetComponent <SpaceMarineController>(); // reload player ammo up until ammo limit is reached if (col.gameObject.tag == "Player") { if (platformPrefab.tag == "TrampolinePlatform") { player.trampolineAmmo += reloadAmount; if (player.trampolineAmmo > player.maxAmmo) { player.trampolineAmmo = player.maxAmmo; } } if (platformPrefab.tag == "BoosterPlatform") { player.boosterAmmo += reloadAmount; if (player.boosterAmmo > player.maxAmmo) { player.boosterAmmo = player.maxAmmo; } } player.PlayPickupSound(); Destroy(gameObject); } }
// Update is called once per frame void Update() { if (player == null) { try{ player = GameObject.FindGameObjectWithTag("Player").GetComponent <SpaceMarineController> (); } catch { return; } } }
// Use this for initialization void Start() { try{ player = GameObject.FindGameObjectWithTag("Player").GetComponent <SpaceMarineController> (); } catch { Start(); } player.trampolineAmmo--; jumpCount = 0; Destroy(gameObject, 10.0f); }
// Update is called once per frame void Update() { if (player == null) { try{ player = GameObject.FindGameObjectWithTag("Player").GetComponent <SpaceMarineController> (); } catch { return; } } if (finishMenu == null) { try{ finishMenu = GameObject.FindGameObjectWithTag("MainCamera").GetComponent <FinishMenu> (); } catch { Debug.Log("FinishMenu not found!"); return; } } }
// Update is called once per frame void Update() { if (player == null) { try{ player = GameObject.FindGameObjectWithTag("Player").GetComponent <SpaceMarineController> (); } catch { return; } } if (exit == null) { try{ exit = GameObject.FindGameObjectWithTag("ExitDoor").GetComponent <Exit> (); } catch { return; } } if (Time.timeScale > 0 && !exit.finished) { direction = Input.mousePosition - Camera.main.WorldToScreenPoint(transform.position); rotationZ = Mathf.Atan2(direction.y, direction.x) * Mathf.Rad2Deg; if (!player.facingRight) { rotationZ = -rotationZ; } if (direction.x >= 0) { transform.rotation = Quaternion.Euler(0f, 0f, rotationZ); } else { transform.rotation = Quaternion.Euler(0f, 0f, rotationZ + 180); } ls.x = x; transform.localScale = ls; if (direction.x >= 0 && !player.facingRight) { player.Flip(); transform.rotation = Quaternion.LookRotation(Vector3.forward, Vector3.up); } else { if (direction.x < -0 && player.facingRight) { player.Flip(); transform.rotation = Quaternion.LookRotation(Vector3.forward, Vector3.up); } } } }
// Update is called once per frame void Update() { if (player == null) { try{ player = GameObject.FindGameObjectWithTag("Player").GetComponent <SpaceMarineController> (); } catch { return; } } if (pauseMenu == null) { try{ pauseMenu = GameObject.FindGameObjectWithTag("MainCamera").GetComponent <PauseMenu>(); } catch { return; } } if (exit == null) { try{ exit = GameObject.FindGameObjectWithTag("ExitDoor").GetComponent <Exit>(); } catch { return; } } if (!pauseMenu.pause && !exit.finished && !player.dying) { if (Input.GetButtonDown("Fire1")) { if (player.platformMode == 1) { if (!cooldown) { cooldown = true; Instantiate(projectilePrefab, transform.position, transform.rotation); audio.PlayOneShot(projectileShotSound); StartCoroutine(resetCooldown()); } } else if (player.platformMode == 2 && player.trampolineAmmo > 0) { Instantiate(projectilePrefab, transform.position, transform.rotation); audio.PlayOneShot(projectileShotSound); } else if (player.platformMode == 3 && player.boosterAmmo > 0) { Instantiate(projectilePrefab, transform.position, transform.rotation); audio.PlayOneShot(projectileShotSound); } else { audio.PlayOneShot(outOfAmmoSound); } } } }
// Update is called once per frame void Update() { if (player == null) { try{ player = GameObject.FindGameObjectWithTag("Player").GetComponent <SpaceMarineController> (); } catch { return; } } // move projectile towards snapshotted cursor transform.position = Vector3.MoveTowards(transform.position, finalDestination, Time.deltaTime * 200); // instantiate the appropriate platform upon reaching destination if (finalDestination == transform.position) { switch (platformMode) { case 1: Instantiate(platformPrefab, transform.position, Quaternion.identity); break; case 2: if (player.trampolineAmmo > 0) { Instantiate(trampolinePrefab, transform.position, Quaternion.identity); } break; case 3: if (player.boosterAmmo > 0) { Instantiate(boosterPrefab, transform.position, Quaternion.Euler(0, 0, 90)); } break; } Destroy(gameObject); } }
// Update is called once per frame void Update() { if (player == null) { try{ player = GameObject.FindGameObjectWithTag("Player").GetComponent <SpaceMarineController> (); } catch { return; } } timeDisplay.text = player.timeAlive.ToString(); trampolineAmmoDisplay.text = player.trampolineAmmo + "/" + player.maxAmmo; boosterAmmoDisplay.text = player.boosterAmmo + "/" + player.maxAmmo; switch (player.platformMode) { case 1: standard.color = standardColor; trampoline.color = Color.grey; booster.color = Color.grey; break; case 2: standard.color = Color.grey; trampoline.color = trampolineColor; booster.color = Color.grey; break; case 3: standard.color = Color.grey; trampoline.color = Color.grey; booster.color = boosterColor; break; default: break; } }
void Start() { try{ player = GameObject.FindGameObjectWithTag("Player").GetComponent <SpaceMarineController> (); } catch { Start(); } // snapshot player platformMode to spawn the choosen platform platformMode = player.platformMode; // make the projectile rotate to the cursor x = transform.localScale.x; ls = transform.localScale; direction = Input.mousePosition - Camera.main.WorldToScreenPoint(transform.position); rotationZ = Mathf.Atan2(direction.y, direction.x) * Mathf.Rad2Deg; transform.rotation = Quaternion.Euler(0f, 0f, rotationZ); ls.x = x; transform.localScale = ls; // snapshot cursor position so projectile doesn't change direction during flight finalDestination = Camera.main.ScreenToWorldPoint(Input.mousePosition); finalDestination.z = 0; Destroy(gameObject, 2.0f); }
// Use this for initialization void Start() { try{ player = GameObject.FindGameObjectWithTag("Player").GetComponent <SpaceMarineController> (); } catch { Start(); } }