void CheckForEnemiesInRadius() { Collider[] objectsInRange = Physics.OverlapSphere(transform.position, controller.damageRadius); float damage = controller.damage; foreach (Collider col in objectsInRange) { if (col.gameObject.tag == "Structure") { StructureController structure = col.gameObject.GetComponent <StructureController>(); Debug.DrawLine(transform.position, col.gameObject.transform.position, Color.red, 2.0f); if (structure != null) { float proximity = (transform.position - structure.transform.position).magnitude; float effect = 1 - (proximity / controller.damageRadius); float damageAmount = (damage * effect); damageAmount = Mathf.Clamp(damageAmount, 1.0f, damage); structure.TakeDamage(damageAmount); } } else if (col.gameObject.tag == "Turret") { TurretBarrelController turret = col.gameObject.GetComponent <TurretBarrelController>(); Debug.DrawLine(transform.position, col.gameObject.transform.position, Color.red, 2.0f); if (turret != null) { float proximity = (transform.position - turret.transform.position).magnitude; float effect = 1 - (proximity / controller.damageRadius); float damageAmount = (damage * effect); damageAmount = Mathf.Clamp(damageAmount, 1.0f, damage); turret.TakeDamage(damageAmount); } } } }
void Start() { controller = gameObject.GetComponentInChildren<TurretBarrelController>(); // Particles parMySmFire = (GameObject)Instantiate(parSmFire, transform.position, Quaternion.identity); parMyFire = (GameObject)Instantiate(parFire, transform.position, Quaternion.identity); parMySmSmoke = (GameObject)Instantiate(parSmSmoke, transform.position, Quaternion.identity); parMyMdSmoke = (GameObject)Instantiate(parMdSmoke, transform.position, Quaternion.identity); parMyLgSmoke = (GameObject)Instantiate(parLgSmoke, transform.position, Quaternion.identity); parHealth = (GameObject)Instantiate(parHealthEffect, transform.position, Quaternion.identity); parMySmFire.transform.position = new Vector3(parMySmFire.transform.position.x, parMySmFire.transform.position.y, 4); parMyFire.transform.position = new Vector3(parMyFire.transform.position.x, parMyFire.transform.position.y, 4); parHealth.transform.position = new Vector3(parHealth.transform.position.x, parHealth.transform.position.y, 4); parMySmFire.particleEmitter.emit = false; parMyFire.particleEmitter.emit = false; parMySmSmoke.particleEmitter.emit = false; parMyMdSmoke.particleEmitter.emit = false; parMyLgSmoke.particleEmitter.emit = false; parHealth.particleEmitter.emit = false; }
void Start() { controller = gameObject.GetComponentInChildren <TurretBarrelController>(); // Particles parMySmFire = (GameObject)Instantiate(parSmFire, transform.position, Quaternion.identity); parMyFire = (GameObject)Instantiate(parFire, transform.position, Quaternion.identity); parMySmSmoke = (GameObject)Instantiate(parSmSmoke, transform.position, Quaternion.identity); parMyMdSmoke = (GameObject)Instantiate(parMdSmoke, transform.position, Quaternion.identity); parMyLgSmoke = (GameObject)Instantiate(parLgSmoke, transform.position, Quaternion.identity); parHealth = (GameObject)Instantiate(parHealthEffect, transform.position, Quaternion.identity); parMySmFire.transform.position = new Vector3(parMySmFire.transform.position.x, parMySmFire.transform.position.y, 4); parMyFire.transform.position = new Vector3(parMyFire.transform.position.x, parMyFire.transform.position.y, 4); parHealth.transform.position = new Vector3(parHealth.transform.position.x, parHealth.transform.position.y, 4); parMySmFire.particleEmitter.emit = false; parMyFire.particleEmitter.emit = false; parMySmSmoke.particleEmitter.emit = false; parMyMdSmoke.particleEmitter.emit = false; parMyLgSmoke.particleEmitter.emit = false; parHealth.particleEmitter.emit = false; }
void Start() { controller = GetComponent <TurretBarrelController>(); }
void Start() { controller = GetComponent<TurretBarrelController>(); }
void Start() { controller = transform.parent.gameObject.GetComponent<TurretBarrelController>(); sprite = gameObject.GetComponentInChildren<tk2dClippedSpriteSample>(); }
void Start() { controller = transform.parent.gameObject.GetComponent <TurretBarrelController>(); sprite = gameObject.GetComponentInChildren <tk2dClippedSpriteSample>(); }