public void KillMe(Shelt toKill) { SoundManager.Instance.PlayExplosion(); DeadShelt++; toKill.DeActivate(); CheckGameState(); }
private bool CheckCollision(Shelt shelt, GameObject water) { return(shelt.shelt.transform.position.x - .5 < water.transform.position.x + .1 && shelt.shelt.transform.position.x + .5 > water.transform.position.x && shelt.shelt.transform.position.y - .35 < water.transform.position.y + 1 && .35 + shelt.shelt.transform.position.y > water.transform.position.y); }
private void Deselect() { ShadowPosition = Camera.main.ScreenToWorldPoint(Input.mousePosition); ShadowPosition.z = 0; selectedOne.RushTo(ShadowPosition); Shadow.SetActive(false); selectedOne = null; }
private void TryToSelect(Vector3 mousePos) { RaycastHit2D hit = Physics2D.Raycast(Camera.main.ScreenToWorldPoint(mousePos), Vector2.zero); if (hit.collider != null) { if (hit.collider.gameObject.transform.CompareTag("Shelt")) { selectedOne = hit.collider.gameObject.GetComponent <SheltScript>().myShelt; } if (selectedOne != null) { Shadow.SetActive(true); } } }
public void Start() { spawned = 0; shelts = new List <Shelt>(); spawn = GameObject.Find("Spawn"); MotherShelt = new GameObject(); MotherShelt.transform.name = "MotherShelt"; spawnCall = new Timer.toCall(SpawnWork); sheltSpwanerTimer = new Timer(GV.Instance.timeBetwenSheltSpawn, spawnCall, true); Shadow = GameObject.Instantiate(Resources.Load("Prefabs/Shadow") as GameObject); Shadow.SetActive(false); for (int i = 0; i < GV.Instance.sheltToSpawn; i++) { Shelt newShelt = new Shelt(spawn.transform.position, $"Shelt-{(1+i).ToString()}", MotherShelt); shelts.Add(newShelt); } TimerManager.Instance.AddTimer(this, sheltSpwanerTimer, TimerManager.Timebook.InGame); SpawnWork(); }
public void SaveMe(Shelt toSave) { SaveShelt++; toSave.DeActivate(); CheckGameState(); }
public void Init(Shelt shelt) { myShelt = shelt; gameObject.transform.tag = "Shelt"; }