// Fireball will be returned to fireballPool when going off screen private void _CheckBounds() { if (transform.position.y > verticalBoundary || transform.position.y < -verticalBoundary) { FireballManager.Instance().ReturnFireball(gameObject); } }
// Start is called before the first frame update void Start() { gem = Resources.Load("Prefabs/Gem") as GameObject; enemy = Resources.Load("Prefabs/Enemy") as GameObject; // Prepare Fireball pool using by Player and Enemies FireballManager.Instance().Init(MaxFireballs, fireballType, enemyFireballType); }
// Friring Fireball public void _FireballFire() { // delay enemy fireball firing if (Time.frameCount % 120 == 0 && FireballManager.Instance().HasEnemyFireballs()) { FireballManager.Instance().GetEnemyFireball(transform.position); } }
public static FireballManager Instance() { if (m_instance == null) { m_instance = new FireballManager(); } return(m_instance); }
private void _FireballFire() { // delay fireball firing if (Time.frameCount % 10 == 0 && FireballManager.Instance().HasFireballs()) { shootingSound.Play(); FireballManager.Instance().GetFireball(transform.position); } }
void OnCollisionEnter2D(Collision2D col) { FireballManager fireball = col.gameObject.GetComponent <FireballManager> (); if (fireball) { //Debug.Log (fireball.damage); currentHealth -= fireball.damage; } }
// Fireball will be returned to fireballPool when colliding with other objects public void OnTriggerEnter2D(Collider2D other) { if (gameObject.tag == "Fireball" && other.gameObject.tag == "Enemy") { FireballManager.Instance().ReturnFireball(gameObject); } if (gameObject.tag == "E_Fireball" && other.gameObject.tag == "Player") { FireballManager.Instance().ReturnEnemyFireball(gameObject); } }
private void Awake() { mana = GameObject.FindGameObjectWithTag("Player").GetComponent <PlayerMana>(); if (Instance == null) { Instance = this; //DontDestroyOnLoad(gameObject); } else { Destroy(gameObject); } }
void OnCollisionEnter2D(Collision2D col) { FireballManager fireball = col.gameObject.GetComponent <FireballManager> (); if (fireball) { currentHealth -= fireball.damage; } // Destroy (target); // if (this.gameObject.transform.position.y < col.gameObject.transform.position.y) { // col.gameObject.GetComponent<Collider2D> ().enabled = false; // Debug.Log (string.Format ("SHOULD GO THROUGH")); // } else { // this.GetComponent<Collider2D> ().enabled = true; // } }
private void Awake() { health = GetComponent <PlayerHealth>(); manager = GetComponent <FireballManager>(); damageRef = GetComponent <Character>(); }