void Update() { if (Input.GetButtonDown("LayerUp") && m_currentLayer < 3) { m_currentLayer++; playerTransform.position = new Vector3(playerTransform.position.x, playerTransform.position.y + 10, playerTransform.position.z); m_cl.SetLayerRecursively(gameObject, SelectLayer()); UpdateRenderLayers(m_currentLayer); // Set an amount for shield for when the player changes layer. m_pd.SetShieldStatus(1); } else if (Input.GetButtonDown("LayerDown") && m_currentLayer > 1) { m_currentLayer--; playerTransform.position = new Vector3(playerTransform.position.x, playerTransform.position.y - 10, playerTransform.position.z); m_cl.SetLayerRecursively(gameObject, SelectLayer()); UpdateRenderLayers(m_currentLayer); // Set an amount for shield for when the player changes layer. m_pd.SetShieldStatus(1); } }
void Start() { m_player = GameObject.FindWithTag("Player"); m_changeLayer = GameObject.FindWithTag("GameController").GetComponent <ChangeLayerScript>(); m_changeLayer.SetLayerRecursively(gameObject, m_player.layer); InvokeRepeating("Attack", 2, 6); }
// Finds the y position of the object and uses that to determine what layer it should be on. void CheckLayer() { if (m_isElite == false) { if (transform.position.y == 0) { m_cl.SetLayerRecursively(gameObject, 10); m_sprite[0].SetActive(true); } else if (transform.position.y == 10) { m_cl.SetLayerRecursively(gameObject, 9); m_sprite[1].SetActive(true); } else if (transform.position.y == 20) { m_cl.SetLayerRecursively(gameObject, 8); m_sprite[2].SetActive(true); } } }
void Start() { // Find and make reference to the scripts at start so they can be accessed later. m_pd = GameObject.FindWithTag("Player").GetComponent <PlayerDamageScript>(); m_ps = GameObject.FindWithTag("Player").GetComponent <LK.PlayerShootingScript>(); m_gc = GameObject.FindWithTag("GameController").GetComponent <GameControllerScript>(); m_cl = GameObject.FindWithTag("GameController").GetComponent <ChangeLayerScript>(); m_powerupRB = GetComponent <Rigidbody>(); m_gc.activePowerups++; m_powerupRB.velocity = -transform.right * speed; m_timeCreated = Time.time; m_cl.SetLayerRecursively(gameObject, SelectLayer()); }
void OnEnable() { // When the bullet/rocket is enabled give it a velocity at the speed put in the forward direction. bulletRB = GetComponent <Rigidbody>(); m_cl = GameObject.FindWithTag("GameController").GetComponent <ChangeLayerScript>(); if (!isRocket) { m_cl.SetLayerRecursively(gameObject, SelectLayer()); bulletRB.velocity = transform.right * speed; } else if (isRocket) { bulletRB.velocity = transform.up * speed; } // Set the time created to the current time when the script is started. timeCreated = Time.time; }