// Update is called once per frame void Update() { waitTime -= Time.deltaTime; if (waitTime <= 0) { gameObject.tag = "Murder"; puppet.SetActive(true); if (!playedSnd) { particles.GetComponent <ParticleSystem>().Stop(); PlaySound.NoLoopRandomPitch(snd, 0.5f, 1.5f); playedSnd = true; } } else { gameObject.tag = "Untagged"; puppet.SetActive(false); } if (waitTime <= -0.25f) { Destroy(gameObject); } }
void OnMouseEnter() { if (unlocked && !Game.usingController) { PlaySound.NoLoopRandomPitch(overSnd, 1f, 1.5f); } }
void Update() { gameObject.GetComponent <LookAtScript>().enabled = (!got); gameObject.GetComponent <MoveForward>().enabled = (!got); if (!got && Game.playerObj != null) { Vector3 playerPos = Game.playerObj.transform.position; float distance = Vector2.Distance(new Vector2(playerPos.x, playerPos.y), new Vector2(gameObject.transform.position.x, gameObject.transform.position.y)); if (distance <= 1f) { Game.coins++; Game.currentCoinsCollectedInLevel++; Instantiate(gotEffect, transform.position, Quaternion.identity); PlaySound.NoLoopRandomPitch(snd, 0.5f, 1.5f); got = true; } } else { Destroy(gameObject, 1f); } }
void OnMouseEnter() { PlaySound.NoLoopRandomPitch(overSnd, 1f, 1.5f); }
public void Clink() { PlaySound.NoLoopRandomPitch(snd, 0.75f, 1.25f); }
void Update() { //Debug for unlocking everything for steam test. if (Game.debug) { bool s = Input.GetKey(KeyCode.S); bool t = Input.GetKey(KeyCode.T); bool e = Input.GetKey(KeyCode.E); bool a = Input.GetKey(KeyCode.A); bool m = Input.GetKey(KeyCode.M); if (s && t && e && a && m) { Game.UnlockAll(); SceneManager.LoadScene(0); } } //Check for controller usage. Game.ControllerCheck(); //Debug.Log("Using Controller: " + Game.usingController); //When to show the cursor. Cursor.visible = !Game.usingController; //Setting the scale of the selector. if (atRightSettingsMenu) { selector.transform.localScale = new Vector3(-10f, 0.5f, 1f); } else { selector.transform.localScale = new Vector3(5f, 0.5f, 1f); } //When the gamepad selector is visible. gamePadSelector.SetActive(Game.usingController); //when menu is fully open. if (startTime >= 0) { startTime -= Time.deltaTime; } //Light bloom active if light effects are on. bloom.enabled = Game.lightEffects; //The adventure gamepad selector should have a velocity of 0 if not at the adventure menu, or ot using a controller. if (currentMenu != Menu.Adventure || !Game.usingController) { adventurePadSelector.GetComponent <Rigidbody2D>().velocity = Vector2.zero; } //Setting the camera positions. Vector3[] cPos = { new Vector3(0, 0, -30), //0 new Vector3(0, -20, -30), //1 new Vector3(20, 0, -30), //2 new Vector3(20, -20, -30), //3 new Vector3(60, 0, -30), //4 }; //If we are the adventure cam, scroll up to the map, else, behave normally. if (adventureCam && backFromAdventureTweenCounter <= 0) { Camera.main.gameObject.transform.position = Vector3.Lerp(Camera.main.gameObject.transform.position, new Vector3(0, 20, -10), 3f * Time.deltaTime); } else if (!adventureCam && backFromAdventureTweenCounter <= 0) { Camera.main.gameObject.transform.position = cPos[camState]; } if (backFromAdventureTweenCounter > 0f) { backFromAdventureTweenCounter -= Time.deltaTime; } //You have been to the shop... when you go there lel. if (currentMenu == Menu.Shop) { Game.beenToShop = true; } else { shopIndex = 0; } //Set what shop texts to set active if you have coins. vektorDead = (Game.beatWhite && !Game.savedVektor); if (vektorDead) { shopMusic.GetComponent <AudioSource>().pitch = 1f; shopMusic.GetComponent <AudioSource>().volume = 0; for (int p = 0; p < shopTexts.Length; p++) { shopTexts[p].SetActive(false); } } else { if (Game.coins >= 0) { shopMusic.GetComponent <AudioSource>().pitch = 1f; for (int o = 0; o < shopTexts.Length; o++) { if (o == shopIndex) { shopTexts[o].SetActive(true); } else { shopTexts[o].SetActive(false); } } } else //When you have no money, only display debt text. { shopMusic.GetComponent <AudioSource>().pitch = 0.5f; for (int j = 0; j < shopTexts.Length; j++) { if (j == 9) { shopTexts[j].SetActive(true); } else { shopTexts[j].SetActive(false); } } } } //When to set shop music active. shopMusic.SetActive(camState == 3); if (!vektorDead) { shopMusic.GetComponent <AudioSource>().volume = Game.musicVolume; } //When to set menu music active. menuMusic.SetActive(camState != 3); if (!startedSwipe) { menuMusic.GetComponent <AudioSource>().volume = Game.musicVolume; } else { if (menuMusic.GetComponent <AudioSource>().volume > 0) { menuMusic.GetComponent <AudioSource>().volume -= Time.deltaTime * 1.5f; } } //Pitch down the menu music if you are at adventure mode with the final boss visible. float pitchSpeed = 1f; musicPitch = menuMusic.GetComponent <AudioSource>().pitch; if (Game.beatWhite && currentMenu == Menu.Adventure) { //Debug.Log("going!"); musicPitch = Mathf.Lerp(musicPitch, 0.5f, pitchSpeed * Time.deltaTime); } else { musicPitch = Mathf.Lerp(musicPitch, 1f, pitchSpeed * Time.deltaTime); } menuMusic.GetComponent <AudioSource>().pitch = musicPitch; //Apply the pitch. //Resetting the settings that need resetting of the settings. if (Input.GetButton("Reset Controls") && !reset) { resetTime -= Time.deltaTime; if (resetTime <= 0) { Game.ResetSettings(); //Debug.Log("Reset"); reset = true; } } else { resetTime = 2f; reset = false; } //The delay before you can select a level in adventure mode is controlled here. if (currentMenu == Menu.Adventure) { if (adventureDelayCounter > -1) { adventureDelayCounter -= Time.deltaTime; } } else { adventureDelayCounter = adventureDelayTime; } //Debug reset level. if (Input.GetKeyDown(KeyCode.O) && Game.debug) { SceneManager.LoadScene(1); } //How the menu is interacted with by keyboard and mouse. if (!Game.usingController) { //Setting the selector positions. Vector3[] sPos = { new Vector3(-6.5f, 2f, 0), //1 new Vector3(-6.5f, 1.5f, 0), //2 new Vector3(-6.5f, 1f, 0), //3 new Vector3(-6.5f, 0.5f, 0), //4 new Vector3(-6.5f, -1f, 0), //5 new Vector3(-6.5f, -2.5f, 0), //6 new Vector3(-6.5f, -3f, 0), //7 new Vector3(-6.5f, -3.5f, 0), //8 new Vector3(-6.5f, -4f, 0), //9 new Vector3(-6.5f, -4.5f, 0), //10 new Vector3(-6.5f, -24.6f, 0), //11 new Vector3(13.5f, -3.6f, 0), //12 new Vector3(13.5f, -22.45f, 0), //13 new Vector3(53.6f, -4.6f, 0), //14 new Vector3(24f, 1.95f, 0), //15 new Vector3(24f, 1.18f, 0), //16 }; selector.transform.position = sPos[selectorMouseIndex]; //When you are at the right settings menu. atRightSettingsMenu = (currentMenu == Menu.Settings); //Selector is visible when on a thing. selector.SetActive(onThing && !startedSwipe && startTime < 0); //what pics to set active. for (int i = 0; i < pics.Count; i++) { if (i == selectorMouseIndex && onThing && startTime < 0) { pics[i].SetActive(true); } else { pics[i].SetActive(false); } } //Clicking. if (Input.GetMouseButtonDown(0) && onThing && startTime < 0) { MenuAction(selectorMouseIndex); } } else //How the menu is controlled using a controller. //Selector is always active when using a gamepad. { selector.SetActive(true); //Get the controller inputs. float x = Input.GetAxisRaw("Horizontal [Gamepad]"); float y = Input.GetAxisRaw("Vertical [Gamepad]"); float threshHold = 0.5f; if (counter > 0) { counter -= Time.deltaTime; } switch (currentMenu) { case Menu.Main: Vector3[] sPos = { new Vector3(-6.5f, 2f, 0), //1 new Vector3(-6.5f, 1.5f, 0), //2 new Vector3(-6.5f, 1f, 0), //3 new Vector3(-6.5f, 0.5f, 0), //4 new Vector3(-6.5f, -1f, 0), //5 new Vector3(-6.5f, -2.5f, 0), //6 new Vector3(-6.5f, -3f, 0), //7 new Vector3(-6.5f, -3.5f, 0), //8 new Vector3(-6.5f, -4f, 0), //9 new Vector3(-6.5f, -4.5f, 0), //10 new Vector3(-6.5f, -24.6f, 0), //11 new Vector3(13.5f, -3.6f, 0), //12 new Vector3(13.5f, -22.45f, 0), //13 }; selector.transform.position = sPos[gamePadMainIndex]; //What pics to set active. for (int i = 0; i < pics.Count; i++) { padLocked = lockedMains.Contains(i); if (i == gamePadMainIndex && startTime < 0 && !padLocked) { pics[i].SetActive(true); } else { pics[i].SetActive(false); } } if (y < -threshHold && gamePadMainIndex > 0 && counter <= 0) { gamePadMainIndex--; PlaySound.NoLoopRandomPitch(overSnd, 1f, 1.5f); counter = iTime; } if (y > threshHold && gamePadMainIndex < 9 && counter <= 0) { gamePadMainIndex++; PlaySound.NoLoopRandomPitch(overSnd, 1f, 1.5f); counter = iTime; } if (Input.GetButtonDown("Submit") && !lockedMains.Contains(gamePadMainIndex)) { MenuAction(gamePadMainIndex); } break; case Menu.Settings: if (Game.boughtSupporterPack) { settingMax = 10; } else { settingMax = 7; } Vector3[] settingSelectorPos = { new Vector3(13.5f, 2.24f, 0), //0 sfx new Vector3(13.5f, 1.68f, 0), //1 music new Vector3(13.5f, 0.17f, 0), //2 light effects new Vector3(13.5f, -0.45f, 0), //3 vsync new Vector3(13.5f, -2.03f, 0), //4 fullscreen new Vector3(13.5f, -2.61f, 0), //5 resolution new Vector3(24f, 1.95f, 0), //6 delete adventure mode progress. new Vector3(24f, 1.18f, 0), //7 delete all progress. new Vector3(24f, -1.55f, 0), //8 supporter benefits smiley mode. new Vector3(24f, -2.16f, 0), //9 supporter benefits party mode. new Vector3(24f, -2.79f, 0), //10 supporter benefits toot mode. }; selector.transform.position = settingSelectorPos[gamePadSettingsIndex]; //How the menu works when you are at the left side. if (!atRightSettingsMenu) { //Clamping index. if (gamePadSettingsIndex < 0) { gamePadSettingsIndex = 0; } if (gamePadSettingsIndex > 5) { gamePadSettingsIndex = 5; } //Movement. if (y < -threshHold && gamePadSettingsIndex > 0 && counter <= 0) { gamePadSettingsIndex--; PlaySound.NoLoopRandomPitch(overSnd, 1f, 1.5f); counter = iTime; } if (y > threshHold && gamePadSettingsIndex < 5 && counter <= 0) { gamePadSettingsIndex++; PlaySound.NoLoopRandomPitch(overSnd, 1f, 1.5f); counter = iTime; } if (Input.GetButtonDown("Right Bumper")) { PlaySound.NoLoop(overSnd); gamePadSettingsIndex = 6; atRightSettingsMenu = true; } } else //How the menu works when you are at the right side. //Clamping index. { if (gamePadSettingsIndex < 6) { gamePadSettingsIndex = 6; } if (gamePadSettingsIndex > settingMax) { gamePadSettingsIndex = settingMax; } //Movement. if (y < -threshHold && gamePadSettingsIndex > 6 && counter <= 0) { gamePadSettingsIndex--; PlaySound.NoLoopRandomPitch(overSnd, 1f, 1.5f); counter = iTime; } if (y > threshHold && gamePadSettingsIndex < settingMax && counter <= 0) { gamePadSettingsIndex++; PlaySound.NoLoopRandomPitch(overSnd, 1f, 1.5f); counter = iTime; } if (Input.GetButtonDown("Left Bumper")) { PlaySound.NoLoop(overSnd); gamePadSettingsIndex = 0; atRightSettingsMenu = false; } } //For tick box settings. if (Input.GetButtonDown("Submit")) { PlaySound.NoLoop(snd); switch (gamePadSettingsIndex) { case 2: //Light effects. SettingAction(4); break; case 3: //VSync. SettingAction(5); break; case 4: //Fullscreen. SettingAction(6); break; case 6: MenuAction(14); break; case 7: MenuAction(15); break; case 8: SettingAction(9); break; case 9: SettingAction(10); break; case 10: SettingAction(11); break; } } //For settings requiring horizontal movement. if (x > threshHold && counter <= 0) //Increasing value of music, sfx, and resolution. { switch (gamePadSettingsIndex) { case 0: //Sfx up. SettingAction(1); PlaySound.NoLoop(snd); break; case 1: //Music up. SettingAction(3); PlaySound.NoLoop(snd); break; case 5: //Resolution up. SettingAction(8); PlaySound.NoLoop(snd); break; } counter = iTime; } if (x < -threshHold && counter <= 0) //Decreasing value of musicm sfx, and resolution. { switch (gamePadSettingsIndex) { case 0: //Sfx down. SettingAction(0); PlaySound.NoLoop(snd); break; case 1: //Music down. SettingAction(2); PlaySound.NoLoop(snd); break; case 5: //Resolution down. SettingAction(7); PlaySound.NoLoop(snd); break; } counter = iTime; } //Backing out of the menu. if (Input.GetButtonDown("Cancel")) { MenuAction(11); } break; case Menu.Stats: if (Input.GetButtonDown("Cancel")) { MenuAction(10); } break; case Menu.Adventure: Vector2 v0 = adventurePadSelector.GetComponent <Rigidbody2D>().velocity; Vector3 p0 = adventurePadSelector.transform.position; float smooth = 17.5f; float selectSpeed = 5f; v0 = Vector2.Lerp(v0, new Vector2(x, -y) * selectSpeed, smooth * Time.deltaTime); float maxX = 8.5f; float maxY = 25.4f; float minX = -9.2f; float minY = 15.5f; if (p0.x < minX) { p0.x = minX; } if (p0.x > maxX) { p0.x = maxX; } if (p0.y > maxY) { p0.y = maxY; } if (p0.y < minY) { p0.y = minY; } p0.z = -7.5f; adventurePadSelector.transform.position = p0; adventurePadSelector.GetComponent <Rigidbody2D>().velocity = v0; //When the swipe starts, hide the cursor. adventurePadSelector.SetActive(!startedSwipe); if (Input.GetButtonDown("Cancel")) { MenuAction(16); } break; case Menu.Shop: //The postions of the shop box. Vector3[] shopBoxPos = { new Vector3(13, -18, 0), //0 - Health. new Vector3(20, -18, 0), //1 - Fire Rate. new Vector3(27, -18, 0), //2 - Floppy Disk. new Vector3(16.5f, -21, 0), //3 - Speed new Vector3(23.5f, -21, 0), //4 - Shot Splits. }; gamePadSelector.transform.position = shopBoxPos[gamePadShopIndex]; //Moving the stick around in the shop menu. (Up and Down). if (y > threshHold && gamePadShopIndex == 0 && counter <= 0) { gamePadShopIndex = 3; PlaySound.NoLoopRandomPitch(overSnd, 1f, 1.5f); counter = iTime; } if (y > threshHold && gamePadShopIndex == 1 && counter <= 0) { gamePadShopIndex = 4; PlaySound.NoLoopRandomPitch(overSnd, 1f, 1.5f); counter = iTime; } if (y > threshHold && gamePadShopIndex == 2 && counter <= 0) { gamePadShopIndex = 4; PlaySound.NoLoopRandomPitch(overSnd, 1f, 1.5f); counter = iTime; } if (y < -threshHold && gamePadShopIndex == 3 && counter <= 0) { gamePadShopIndex = 0; PlaySound.NoLoopRandomPitch(overSnd, 1f, 1.5f); counter = iTime; } if (y < -threshHold && gamePadShopIndex == 4 && counter <= 0) { gamePadShopIndex = 1; PlaySound.NoLoopRandomPitch(overSnd, 1f, 1.5f); counter = iTime; } //Moving the stick around in the shop menu. (Horizontal). if (x < -threshHold && gamePadShopIndex > 0 && counter <= 0) { gamePadShopIndex--; PlaySound.NoLoopRandomPitch(overSnd, 1f, 1.5f); counter = iTime; } if (x > threshHold && gamePadShopIndex < 4 && counter <= 0) { gamePadShopIndex++; PlaySound.NoLoopRandomPitch(overSnd, 1f, 1.5f); counter = iTime; } //This sets the shop text. switch (gamePadShopIndex) { case 0: shopIndex = 2; break; case 1: shopIndex = 4; break; case 2: shopIndex = 7; break; case 3: shopIndex = 5; break; case 4: shopIndex = 6; break; } //Pressing that A button. if (Input.GetButtonDown("Submit") && Game.coins >= 0) { switch (gamePadShopIndex) { case 0: //Buying heart. if (Game.healthRank < maxRank) { ShopAction(Game.healthRank, "Health"); } break; case 1: if (Game.shotSpeedRank < maxRank) { ShopAction(Game.shotSpeedRank, "Shot Speed"); } break; case 2: if (!Game.ownsFloppyDisk) { ShopAction(4, "Floppy"); } break; case 3: if (Game.speedRank < maxRank) { ShopAction(Game.speedRank, "Speed"); } break; case 4: if (Game.shotSplitRank < (maxRank - 1)) { ShopAction(Game.shotSplitRank, "Shot Split"); } break; } //ShopAction(0, "temp"); } //Refund! bool refundable = RefundCheck(); if (Input.GetButtonDown("Delete Save") && refundable) { Refund(); } if (Input.GetButtonDown("Cancel")) { MenuAction(12); } break; case Menu.DeleteSave: if (Input.GetButtonDown("Cancel")) { MenuAction(13); } break; } } //Swiping out to a level. if (startedSwipe) { loadTime -= Time.deltaTime; if (loadTime <= 0) { if (lvl == 420) { Application.Quit(); } else { SceneManager.LoadScene(lvl); } } } }
// Update is called once per frame void Update() { //Set when the smile face is active. smile.SetActive(Game.smileyMode); //Set position and parents of the object. gameObject.transform.parent = Game.enemyHolder.transform; //Manage health bar. float divider = 0.013333f; Game.manager.GetComponent <GameManager>().BossHealthBar(health, divider); if (health < 0) { health = 0; } //You can't go negative health! //Lerp that color when hurt! //Flash me when I'm hit. if (hitCounter > 0f) { hitCounter -= Time.deltaTime; targetColor = Game.bulletColor; } else { targetColor = Game.frontColor; } float smoothness = 5f; for (int i = 0; i < puppets.Length; i++) { puppets[i].GetComponent <MeshRenderer>().material.color = Color.Lerp(puppets[i].GetComponent <MeshRenderer>().material.color, targetColor, smoothness * Time.deltaTime); } //Hold boss until not in Splash Screen. if (Game.manager.GetComponent <GameManager>().splashCounter <= 0 && !dead) { //Setup velocity. vel = GetComponent <Rigidbody2D>().velocity; //Coming in phase. if (p == Phase.ComingIn) { //Keep the bullet shot indicators hidden. for (int i = 0; i < shootIndicators.Count; i++) { shootIndicators[i].transform.localScale = Vector3.zero; shootIndicators[i].GetComponent <MeshRenderer>().material.color = Color.clear; } transform.position = Vector3.MoveTowards(transform.position, Vector3.zero, speed * Time.deltaTime); if (transform.position == Vector3.zero) { //Enable lasers and go to phase1. p = Phase.PhaseOne; } //PHASE 1 } else if (p == Phase.PhaseOne) { //Play laser sound. if (!playedLaserSnd) { PlaySound.NoLoop(laserSnd); playedLaserSnd = true; } //Keep lasers active, if not dead. for (int i = 0; i < 4; i++) { if (laserGroup[i] != null) { laserGroup[i].SetActive(true); } } //Move around to 9 designated points. float xa = 24f; float ya = 8.5f; Vector3[] targetPos = { Vector3.zero, new Vector3(xa, 0, 0), new Vector3(-xa, 0, 0), new Vector3(0, ya, 0), new Vector3(0, -ya, 0), new Vector3(xa, ya, 0), new Vector3(-xa, ya, 0), new Vector3(xa, -ya, 0), new Vector3(-xa, -ya, 0), }; if (transform.position == targetPos[targetPosIndex]) { targetPosIndex = Random.Range(0, 8); } transform.position = Vector3.MoveTowards(transform.position, targetPos[targetPosIndex], speed * Time.deltaTime); //Shooting cheese bullets. phase1BulletCounter -= Time.deltaTime;//HERE if (phase1BulletCounter <= 0) { for (int i = 0; i < 4; i++) { Instantiate(bullet, new Vector3(points[i].transform.position.x, points[i].transform.position.y, 75), points[i].transform.rotation * Quaternion.Euler(0, 0, -90)); } PlaySound.NoLoop(fireShoot); phase1BulletCounter = phase1BulletTime; } //Scale the cheese bullet shoot indicators. float f = (phase1BulletCounter / 5f); Color c = new Color(Game.bulletColor.r, Game.bulletColor.g, Game.bulletColor.b, 1 - f); if (f > 1f) { f = 1f; } if (f < 0f) { f = 0f; } for (int i = 0; i < shootIndicators.Count; i++) { if (i < 4) { shootIndicators[i].transform.localScale = new Vector3(5f, f, 1f); shootIndicators[i].GetComponent <MeshRenderer>().material.color = c; } else { shootIndicators[i].transform.localScale = Vector3.zero; shootIndicators[i].GetComponent <MeshRenderer>().material.color = Color.clear; } } //Checking if all lasers are dead. for (int i = 0; i < lasers.Count; i++) { if (lasers[i] == null) { lasers.Remove(lasers[i]); } } //Debug.Log(lasers.Count.ToString()); if (lasers.Count < 1) { p = Phase.Transition; } //Transition to phase 2!! } else if (p == Phase.Transition) { //Keep the bullet shot indicators hidden. for (int i = 0; i < shootIndicators.Count; i++) { shootIndicators[i].transform.localScale = Vector3.zero; shootIndicators[i].GetComponent <MeshRenderer>().material.color = Color.clear; } //Move to the middle. transform.position = Vector3.MoveTowards(transform.position, Vector3.zero, speed * Time.deltaTime); //When he gets to the center... if (transform.position == Vector3.zero) { //Scale out the new guns! if (!playedGunTween) { iTween.ScaleTo(gunsToScale, iTween.Hash("x", 1f, "y", 1f, "z", 1f, "time", 2f, "easetype", iTween.EaseType.easeInOutSine, "looptype", iTween.LoopType.none)); secondGuns.GetComponent <RotateScript>().enabled = true; playedGunTween = true; } //Subtract counter. shieldBreakWaitTime -= Time.deltaTime; if (shieldBreakWaitTime <= 1f && !playedBreakSound) { Destroy(fBlocker); Instantiate(glassBreakPoof, new Vector3(0, 0, 40), Quaternion.identity); PlaySound.NoLoop(shieldBreak); playedBreakSound = true; } if (shieldBreakWaitTime <= 0) { p = Phase.PhaseTwo; } } //Phase 2!!!! } else if (p == Phase.PhaseTwo) { //Enable that collider. GetComponent <Collider2D>().enabled = true; phase2BulletCounter -= Time.deltaTime; if (phase2BulletCounter <= 0) { for (int i = 0; i < 8; i++) { GameObject o = (GameObject)Instantiate(bullet, new Vector3(points[i].transform.position.x, points[i].transform.position.y, 75), points[i].transform.rotation * Quaternion.Euler(0, 0, -90)); o.GetComponent <CheeseBulletScript>().turnTime = -1f; } PlaySound.NoLoopRandomPitch(fireShoot, 0.5f, 1.5f); phase2BulletCounter = phase2BulletTime; } //Scaling the shot indicators for phase 2. float f = phase2BulletCounter; Color c = new Color(Game.bulletColor.r, Game.bulletColor.g, Game.bulletColor.b, 1 - f); if (f > 1f) { f = 1f; } if (f < 0f) { f = 0f; } for (int i = 0; i < shootIndicators.Count; i++) { shootIndicators[i].transform.localScale = new Vector3(5f, f, 1f); shootIndicators[i].GetComponent <MeshRenderer>().material.color = c; } } //Reapply velocity. GetComponent <Rigidbody2D>().velocity = vel; } else if (dead) { GetComponent <Collider2D>().enabled = false; if (deathCounter > 0) { deathCounter -= Time.deltaTime; } if (deathCounter <= 0 && !playedSecondTween) { iTween.MoveTo(gameObject, iTween.Hash( "x", 0f, "y", -33f, "z", 0f, "time", 1f, "easetype", iTween.EaseType.linear, "looptype", iTween.LoopType.none )); iTween.ScaleTo(boom, iTween.Hash( "x", 50f, "y", 50f, "z", 1f, "time", 1f, "delay", 1f, "easetype", iTween.EaseType.linear, "looptype", iTween.LoopType.none )); iTween.ColorTo(boom, iTween.Hash( "a", 0f, "time", 0.75f, "delay", 1.25f, "easetype", iTween.EaseType.linear, "looptype", iTween.LoopType.none )); Game.manager.GetComponent <GameManager>().victory = true; PlaySound.NoLoop(boomSnd); playedSecondTween = true; } } }