예제 #1
0
    private void generatePlayers(float blueEnergy, float redEnergy)
    {
        if (bluePlayer != null && blueSpawnPoint != null)
        {
            _blue      = Instantiate(bluePlayer, blueSpawnPoint.position, Quaternion.AngleAxis(180.0f, new Vector3(0.0f, 1.0f, 0.0f))) as GameObject;
            _blue.name = "Blue_Player";
            _blue.GetComponent <PlayerMovement>().Energy = blueEnergy;
        }
        else
        {
            Debug.LogError("Blue player instantiation error.");
        }

        if (redPlayer != null && redSpawnPoint != null)
        {
            _red      = Instantiate(redPlayer, redSpawnPoint.position, Quaternion.identity) as GameObject;
            _red.name = "Red_Player";
            AIEnemyMovement ai = _red.GetComponent <AIEnemyMovement>();
            if (ai != null)
            {
                ai.Energy = redEnergy;
            }
            else
            {
                _red.GetComponent <PlayerMovement>().Energy = redEnergy;
            }
        }
        else
        {
            Debug.LogError("Red player instantiation error.");
        }
    }
예제 #2
0
    void OnTriggerEnter(Collider other)
    {
        if (acceptedTags != null)
        {
            bool flag = false;
            for (int i = 0; i < acceptedTags.Length; ++i)
            {
                flag |= other.CompareTag(acceptedTags[i]);
            }

            if (flag && _acumTime >= waitTime)
            {
                PlayerMovement mov = other.GetComponent <PlayerMovement>();

                if (mov != null)
                {
                    mov.Energy += _acumEnergy;
                }
                else
                {
                    AIEnemyMovement enem = other.GetComponent <AIEnemyMovement>();

                    if (enem != null)
                    {
                        enem.Energy += _acumEnergy;
                    }
                }

                particleEffect.SetActive(false);
                _acumEnergy = 0.0f;
                _acumTime   = 0.0f;
            }
        }
    }