private void OnTriggerEnter(Collider other) { if (!movingUp && other.name == "MainPlayer") { AMS_ScoreController.increaseScore(scoreGainedOnCollection); var resourceController = GameObject.Find("Resource_Controller").GetComponent <AMS_ResourceController>(); if (resourceController != null) { resourceController.currentResources += resourceValue; resourceController.addedResources.text = "+ " + resourceValue; { StartCoroutine("InstantResourceGuiTimer"); // Debug.Log("Coroutine has started"); } } else { Debug.Log("Can't find resource controller"); } var aSwitcher = other.GetComponent <AudioSwitcherScript>(); if (aSwitcher != null) { aSwitcher.PlaySound(pickupSound); } else { Debug.Log("can't find audio switcher"); } movingUp = true; } }
public void OpenDoor() { AMS_ScoreController.increaseScore(scoreGainedUponOpening); moving = true; moved = true; // DoorAudioSource.clip = DoorSounds[0]; // DoorAudioSource.Play(); }
private void OnTriggerEnter(Collider other) { if (other.gameObject.tag == "Door") { AMS_ScoreController.increaseScore(scoreGainedOnDeposit); Destroy(gameObject); //increment resource pool in here some where } }
public void OpenDoor() { AMS_ScoreController.increaseScore(scoreGainedUponOpening); moving = true; moved = true; DoorAudioSource.clip = DoorSounds[0]; DoorAudioSource.Play(); SetSpawnPoints(spawnPointsDisable, false); SetSpawnPoints(spawnPointsEnable, true); }
private void OnTriggerEnter(Collider col) { if (col.gameObject.tag == "Player") { PowerupPFI(); AMS_ScoreController.increaseScore(scoreGainedOnPickup); col.GetComponent <AMS_GunManagement>().powerup = powerupName; col.GetComponent <AMS_GunManagement>().powerupLength = powerupLength; col.GetComponent <AMS_GunManagement>().powerupMax = powerupLength; GameObject.FindObjectOfType <AudioSwitcherScript>().PlaySound(powerupSound); Destroy(gameObject); } }
//Used for trigger the death Sequence //KAE - a note on (string type). it doesn't seem to be used so I put "default" as the type on my TakeDamageUnfair() script. public void Death(string type) { ModifyScoreGain(type); //Increase Score if (scoreGainedOnDeath != 0) { AMS_ScoreController.increaseScore(scoreGainedOnDeath); } //Specialized Deaths if (gameObject.tag == "Player") { Debug.Log("Player DieDied"); ignoreDestroy = true; playerDead = true; amDead = true; } if (gameObject.tag == "Default_Enemy") { if (boss == true) { bossDead = true; } DefaultEnemyDeath(); } /* if (gameObject.tag == "StaticDefence") * { * ignoreDestroy = false; * } * if(gameObject.tag == "Turret") * { * // ignoreDestroy = false; * }*/ if (gameObject.tag == "Target") { TargetDeath(); } if (gameObject.GetComponent <AMS_Hive>() != null) { gameObject.GetComponent <AMS_Hive>().LastHive(); } //Default Death if (!ignoreDestroy) { if (gameObject.tag != "Hazard") { Destroy(gameObject); } } }
private void OnTriggerEnter(Collider col) { if (col.gameObject.tag == "Player") { if (gun != null) { gun.AddAmmo(type); } AMS_ScoreController.increaseScore(scoreGainedOnPickup); if (powerupSound != null) { GameObject.FindObjectOfType <AudioSwitcherScript>().PlaySound(powerupSound); } Destroy(gameObject); } }
void Update() { var dist = Vector3.Distance(transform.position, baseHealth.transform.position); if (dist <= baseDepositRange) { AMS_ScoreController.increaseScore(resourceValue); //increment resource pool in here some where resourceController.currentResources += resourceValue; resourceController.addedResources.text = "+ " + resourceValue; //added GUI update { StartCoroutine("GuiTimer"); } Destroy(gameObject); } }
private void AddScore(int value) { Debug.Log("this time the house LOSES!"); AMS_ScoreController.increaseScore(value); }