public void survivorBonus(int roundEnded) { if (engineerSurvivors > 0) { for (int q = 0; q <= engineerSurvivors; q++) //Test Death for unAllocatedSurvivors { int randomEngineerDeath = (int)Random.Range(0f, 10f); if (randomEngineerDeath > 0 && randomEngineerDeath < 2) // If 1 { totalSurvivorDeathCounter++; engineerSurvivors--; } } } if (scrapSurvivors > 0) //Add Scraps End-of-Round Bonuses { int scrapGenerated = 0; int randomScrap = (int)Random.Range(0f, 10f); scrapGenerated = (scrapSurvivors + roundEnded + randomScrap) * 10; playerScript.addScraps(scrapGenerated); for (int q = 0; q <= scrapSurvivors; q++) //Test Death for unAllocatedSurvivors { int randomScrapDeath = (int)Random.Range(0f, 10f); if (randomScrapDeath > 0 && randomScrapDeath < 2) // If 1 { totalSurvivorDeathCounter++; scrapSurvivors--; } } } if (ammoSurvivors > 0) //Add Ammo End-of-Round Bonuses { int randomAmmo = (int)Random.Range((0f + ammoSurvivors + roundEnded) * 2, 25f); primaryController.addRandomAmmo(randomAmmo); for (int q = 0; q <= ammoSurvivors; q++) //Test Death for unAllocatedSurvivors { int randomAmmoDeath = (int)Random.Range(0f, 10f); if (randomAmmoDeath > 0 && randomAmmoDeath < 2) // If 1 { totalSurvivorDeathCounter++; ammoSurvivors--; } } } if (totalSurvivorDeathCounter > 0) // If there are dead survivors { foundSurvivors -= totalSurvivorDeathCounter; //Reduces foundSurvivors by total lost totalSurvivorDeathCounter = 0; } }
void OnTriggerEnter2D(Collider2D coll) { if (coll.gameObject.tag == "RocketExplosion") { currentHealth -= 90; //Take 90 Health of Damage if caught within Rocket Explosion } if (coll.gameObject.tag == "RotatingLaserBeam") { currentHealth -= 20; } if (coll.gameObject.tag == "LaserLine") { currentHealth -= 20; } if (coll.gameObject.tag == "DeathZone") { currentHealth = 0; } if (coll.gameObject.tag == "HealthPack") { int randomHealthAmount = (int)Random.Range(15f, 30f); //Random Number for Random Object currentHealth += randomHealthAmount; //Gain Random Amount of Health Health from HealthPack if (bitten) // Reset Bitten Result { bitten = false; biteTimer = 8f; //Reset BiteTimer biteDamage = 1f; //Reset BiteDamage Timer bittenTextureEffect = 8f; } coll.gameObject.DestroyAPS(); soundControllerScript.playSFX("DingDing"); } if (coll.gameObject.tag == "ScrapsPack") { int randomScrapsAmount = (int)Random.Range(10f, 20f); //Random Number for Random Object currentScraps += randomScrapsAmount; //Random Amount of Scraps coll.gameObject.DestroyAPS(); soundControllerScript.playSFX("ScrapDing"); } if (coll.gameObject.tag == "AmmoPack") { int randomAmmoAmount = (int)Random.Range(10f, 17f); //Random Number for Random Object primaryController.addRandomAmmo(randomAmmoAmount); coll.gameObject.DestroyAPS(); soundControllerScript.playSFX("gunCock"); } if (coll.gameObject.tag == "DildoBullet") { primaryController.addAmmo(9, 1); coll.gameObject.DestroyAPS(); } if (coll.gameObject.tag == "store") // Enable store if player walks within range { if (storeControllerScript.getStoreAvailable()) //Check to see if in the middle of round { storeControllerScript.setDisplayStore(true); } } if (coll.gameObject.tag == "RadiationPool") // Initial Collision with Radiation Pool { currentHealth -= 10; //This is to give red texture from Radiation Pool like Zombies bitten = true; biteTimer = 8f; //Reset BiteTimer biteDamage = 1f; //Reset BiteDamage Timer bittenTextureEffect = 8f; } if (coll.gameObject.tag == "Survivor") // Initial Collision with Radiation Pool { if (survivorButtonsController.getFoundSurvivors() < survivorButtonsController.getMaxSurvivors()) { survivorButtonsController.addUnallocatedSurvivors(); survivorButtonsController.addFoundSurvivors(); } coll.gameObject.DestroyAPS(); soundControllerScript.playSFX("DingDing"); } }