public void initDead(float posx, float posy, int x) { GameObject expObject = new GameObject(); texplosion expl = expObject.AddComponent <texplosion> (); Vector3 posv = new Vector3(posx, posy, 0); expl.transform.position = posv; expl.init(posv, x); }
public void initDead() { GameObject expObject = new GameObject(); texplosion expl = expObject.AddComponent <texplosion> (); Vector3 posv = new Vector3(transform.position.x, transform.position.y, 0); expl.transform.position = posv; expl.init(posv, 5); }
public void initHit(float posx, float posy, int x) { if (this.getHealth() >= 0) { GameObject expObject = new GameObject(); texplosion expl = expObject.AddComponent <texplosion> (); Vector3 posv = new Vector3(posx, posy, 0); expl.transform.position = posv; expl.init(posv, x); } }
// Use this for initialization public void init(texplosion owner) { //beign this.owner = owner; transform.parent = owner.transform; // Set the model's parent to the gem. transform.localPosition = new Vector3(0, 0, 0); // Center the model on the parent. //name = "Bullet Model"; // Name the object. mat = GetComponent <Renderer>().material; mat.shader = Shader.Find("Sprites/Default"); // Tell the renderer that our textures have transparency. // Get the material component of this quad object. int type = owner.type; if (type == 1) { // when a player his hit mat.mainTexture = Resources.Load <Texture2D> ("Textures/playerhit"); } else if (type == 2) { // when boss is hit mat.mainTexture = Resources.Load <Texture2D> ("Textures/bosshit"); transform.localScale = new Vector3(5f, 5f, 1); } else if (type == 3) { // when boss is hit by special bullet // yellow mat.mainTexture = Resources.Load <Texture2D> ("Textures/bosshitsp"); transform.localScale = new Vector3(5f, 5f, 1); } else if (type == 4) { // when player dies //reddish mat.mainTexture = Resources.Load <Texture2D> ("Textures/playerdead"); transform.localScale = new Vector3(3f, 3f, 1); } else if (type == 5) { // when boss dies //whitish mat.mainTexture = Resources.Load <Texture2D> ("Textures/bossdead"); transform.localScale = new Vector3(4f, 4f, 1); } // if (this.owner.name == "Bullet") { // mat.mainTexture = Resources.Load<Texture2D> ("Textures/playerbullet"); // Set the texture. Must be in Resources folder. // //mat.color = new Color(1,1,1); // } else if (this.owner.name == "SpecialBullet") { // mat.mainTexture = Resources.Load<Texture2D> ("Textures/specialBullet"); // Set the texture. Must be in Resources folder. // //mat.color = new Color(1,0,0); // } //this.transform.rotation = new Quaternion(owner.transform.rotation .x,owner.transform.rotation.y,owner.transform.rotation.z,owner.transform.rotation.w); //end }