예제 #1
0
 void Awake()
 {
     base.Awake();
     shockwavePrefab     = Resources.Load <GameObject>("Prefabs/Shockwave");
     sineShotPrefab      = Resources.Load <SineShot>("Prefabs/SineShot");
     spreadShotPrefab    = Resources.Load <SpreadShot>("Prefabs/SpreadShot");
     explodeAttackPrefab = Resources.Load <ExplodeAttack>("Prefabs/ExplodeAttack");
 }
예제 #2
0
    public override void Detonate(AttackButtons attackToPerform)
    {
        switch (attackToPerform)
        {
        //Sine shot
        case AttackButtons.A:
            SineShot newShot = Instantiate(sineShotPrefab, transform.position, new Quaternion()) as SineShot;
            newShot.owningPlayer = owningPlayer;
            if (GameManager.S.inGame)
            {
                newShot.masochistPlayer = GameManager.S.players[(int)owningPlayer].character as M*******t;
            }
            else
            {
                newShot.target     = thisPlayer.otherPlayer.character.transform;
                newShot.thisPlayer = thisPlayer;
            }
            newShot.FireBurst();
            break;

        //Spread shot
        case AttackButtons.B:
            SpreadShot spreadShot = Instantiate(spreadShotPrefab, transform.position, new Quaternion()) as SpreadShot;
            spreadShot.owningPlayer = owningPlayer;
            if (GameManager.S.inGame)
            {
                spreadShot.masochistPlayer = GameManager.S.players[(int)owningPlayer].character as M*******t;
            }
            else
            {
                spreadShot.thisPlayer = thisPlayer;
            }
            spreadShot.FireBurst();
            break;

        //Explode attack
        case AttackButtons.X:
            ExplodeAttack explodeAttack = Instantiate(explodeAttackPrefab, transform.position, new Quaternion()) as ExplodeAttack;
            explodeAttack.owningPlayer = owningPlayer;
            explodeAttack.FireBurst();
            break;

        //Shield
        case AttackButtons.Y:
            return;

        default:
            Debug.LogError("Attack button " + attackToPerform.ToString() + " not handled in Bomb.Detonate()");
            break;
        }

        //Stop moving the bomb
        physics.velocity = Vector3.zero;

        if (GameManager.S.inGame)
        {
            SoundManager.instance.Play("BombExplode");
        }
        GameObject shockwave = Instantiate(shockwavePrefab, transform.position, new Quaternion()) as GameObject;

        Destroy(shockwave, 5f);
        Destroy(gameObject);
    }