void TurnPointerOn() { // set range indicator scale SpellManager.Element spell = game_manager.spellManager.currElement; HapticPulse(3000); Debug.Log("Now enabling pointer ~~~~~~~~"); pointer_script.pointerTipScale = game_manager.spellManager.getCurrentSpellRadius(); pointer_script.enabled = true; GetComponent <AudioSource>().clip = spell_load_sound; GetComponent <AudioSource>().Play(); cast_fx.SetActive(true); // Special case for fire death ray. if (spell == SpellManager.Element.Fire) { fire_spell_mode = true; StartCoroutine("DeathRay"); } //Debug.Log("aim mode enable was called!"); }
// Use this for initialization void Start() { //moveObjectBySpeed (transform.position, Vector3.up*0.8f, speed); type = (SpellManager.Element)Random.Range(0, 4); switch (type) { case SpellManager.Element.Fire: gameObject.GetComponent <Renderer>().material = FireMat; health = 20; baseSpeed = speed = 0.25f; break; case SpellManager.Element.Frost: gameObject.GetComponent <Renderer>().material = FrostMat; health = 30; baseSpeed = speed = 0.125f; break; case SpellManager.Element.Lightning: gameObject.GetComponent <Renderer>().material = LightningMat; health = 20; baseSpeed = speed = 0.25f; break; case SpellManager.Element.Earth: gameObject.GetComponent <Renderer>().material = EarthMat; health = 40; baseSpeed = speed = 0.125f; break; } int numHearts = health / 10; enemyHealth = new GameObject[numHearts]; for (int i = 0; i < numHearts; i++) { float offset = 0.0f; if (numHearts % 2 == 0) { offset = 0.5f; } Vector3 heartPos = transform.position + (Vector3.up * 2) + (transform.right * (i - (numHearts / 2) + offset)); Quaternion heartOri = transform.rotation; enemyHealth[i] = (GameObject)Instantiate(heart, heartPos, heartOri); enemyHealth[i].transform.parent = transform; } moveObjectBySpeed(transform.position, Vector3.zero); }
void Update() { switch (effect) { case SpellManager.Element.Frost: frostTime = Time.time; StartCoroutine(slow(slowTime)); break; case SpellManager.Element.Earth: earthTime = Time.time; StartCoroutine(stun(stunTime)); break; default: break; } effect = SpellManager.Element.None; }