public void Destroy() { if (isNPC/* && !isTemplate*/) { Destroy(gameObject); } else if (!isNPC) { tank.position = new Vector3(120, 20, 0); tank.SendMessage("SetLevel", 1); tank.SendMessage("SetIsTemplate", true); ArgsPointer<int> pointer = new ArgsPointer<int>(); tank.SendMessage("GetLives", pointer); if (pointer.Args[0] <= 0) { StartCoroutine(FinishGameAfter(3)); } else { this.DoAfter(1.5f, () => { tank.SendMessage("ResetPosition"); tank.GetComponent<Animator>().SetBool("hit", false); isTemplate = false; alreadyShot = 0; SendMessage("SetShield", 6); }); } } }
public void Destroy() { if (isNPC /* && !isTemplate*/) { Destroy(gameObject); } else if (!isNPC) { tank.position = new Vector3(120, 20, 0); tank.SendMessage("SetLevel", 1); tank.SendMessage("SetIsTemplate", true); ArgsPointer <int> pointer = new ArgsPointer <int>(); tank.SendMessage("GetLives", pointer); if (pointer.Args[0] <= 0) { StartCoroutine(FinishGameAfter(3)); } else { this.DoAfter(1.5f, () => { tank.SendMessage("ResetPosition"); tank.GetComponent <Animator>().SetBool("hit", false); isTemplate = false; alreadyShot = 0; SendMessage("SetShield", 6); }); } } }
void Update() { int tankCount = generatedEnemyFolder.GetComponentsInChildren <Transform>().Length; ArgsPointer <bool> pointer = new ArgsPointer <bool>(); eagle.SendMessage("GetMultiplayer", pointer); // 4 tanks and 1 folder also counts, (if multiplayer, 6 tanks can be on screen) if (next < 20 && (tankCount < 5 && !pointer[0] || tankCount < 7 && pointer[0])) { anim.SetBool("spawn", true); } else if (next >= 20 && tankCount <= 1) { eagle.SendMessage("LoadMap", true); } }
// message receiver (getter) from "EnemySpawn" public void GetMultiplayer(ArgsPointer <bool> pointer) { pointer.Args = new bool[] { multiplayer }; }
// message receiver from "BulletTankDestroy" public void GetLives(ArgsPointer<int> pointer) { pointer.Args = new int[] { lives }; }
// message receiver from "BulletTankDestroy" public void GetLives(ArgsPointer <int> pointer) { pointer.Args = new int[] { lives }; }
void Update() { int tankCount = generatedEnemyFolder.GetComponentsInChildren<Transform>().Length; ArgsPointer<bool> pointer = new ArgsPointer<bool>(); eagle.SendMessage("GetMultiplayer", pointer); // 4 tanks and 1 folder also counts, (if multiplayer, 6 tanks can be on screen) if (next < 20 && (tankCount < 5 && !pointer[0] || tankCount < 7 && pointer[0])) { anim.SetBool("spawn", true); } else if (next >= 20 && tankCount <= 1) { eagle.SendMessage("LoadMap", true); } }
// message receiver (getter) from "EnemySpawn" public void GetMultiplayer(ArgsPointer<bool> pointer) { pointer.Args = new bool[] { multiplayer }; }