예제 #1
0
 // Update is called once per frame
 void Update()
 {
     //dealing with too many collisions that the unattach script doesn't get turned off properly
     fixStealScript();
     if (!GetComponent <Unattach_Bomb> ().isActiveAndEnabled)
     {
         currentBombTime += Time.deltaTime;
     }
     if (!GetComponent <Unattach_Bomb> ().isActiveAndEnabled&& (theGameTimer.returnGameTime() <= 0.0))
     {
         gameObject.SetActive(false);             // Disables game object and children recursively
     }
     if (theGameTimer.returnGameTime() < 0.0)
     {
         gameObject.GetComponent <Basic_Side_Movement>().enabled = false;
     }
 }
예제 #2
0
 //if there is still time left in the countDown keep changing color
 //else destroy the bomb and everything it's touching (all its children)
 //change color to red when countDown is even, else change to white
 void blinkRed()
 {
     if (theGameTimer.returnGameTime() > 50.0f)
     {
         this.GetComponent <SpriteRenderer>().sprite = s1;
     }
     else if (theGameTimer.returnGameTime() > 40.0f)
     {
         this.GetComponent <SpriteRenderer>().sprite = s2;
     }
     else if (theGameTimer.returnGameTime() > 30.0f)
     {
         this.GetComponent <SpriteRenderer>().sprite = s3;
     }
     else if (theGameTimer.returnGameTime() > 20.0f)
     {
         this.GetComponent <SpriteRenderer>().sprite = s4;
     }
     else if (theGameTimer.returnGameTime() > 10.0f)
     {
         this.GetComponent <SpriteRenderer>().sprite = s5;
     }
     else if (theGameTimer.returnGameTime() > 0.1f)
     {
         this.GetComponent <SpriteRenderer>().sprite = s6;
     }
     else if (theGameTimer.returnGameTime() <= 0.0f)
     {
         spawnedObject = GameObject.Instantiate(explosion, transform.position, transform.rotation) as GameObject;
         Destroy(gameObject);
     }
 }