예제 #1
0
 private void OnEnable()
 {
     triggerStart = this.GetComponent <BoxCollider2D>();
     HealthBar.SetActive(false);
     foreach (GameObject heart in hearts)
     {
         heart.SetActive(false);
     }
     foreach (GameObject spawnObject in ArrowWave1)
     {
         spawnObject.SetActive(false);
         SpawnArrows spawnArrow = spawnObject.GetComponent <SpawnArrows>();
         spawnArrow.shoot = false;
     }
     foreach (GameObject spawnObject in ArrowWave2)
     {
         spawnObject.SetActive(false);
         SpawnArrows spawnArrow = spawnObject.GetComponent <SpawnArrows>();
         spawnArrow.shoot = false;
     }
     foreach (GameObject spawnObject in ArrowWave3)
     {
         spawnObject.SetActive(false);
         SpawnArrows spawnArrow = spawnObject.GetComponent <SpawnArrows>();
         spawnArrow.shoot = false;
     }
 }
예제 #2
0
    public void passOnHealth(int health)
    {
        hearts[healthLost].SetActive(false);
        if (health == 0)
        {
            HealthBar.SetActive(false);
            foreach (GameObject spawnObject in ArrowWave1)
            {
                spawnObject.SetActive(false);
            }
            foreach (GameObject spawnObject in ArrowWave2)
            {
                spawnObject.SetActive(false);
            }
            foreach (GameObject spawnObject in ArrowWave3)
            {
                spawnObject.SetActive(false);
            }
            deathWaitRoutine = StartCoroutine(waitForDeath(2.0f));
        }
        if (healthLost > 1 && !wave1On)
        {
            foreach (GameObject spawnObject in ArrowWave1)
            {
                spawnObject.SetActive(true);
                SpawnArrows spawnArrow = spawnObject.GetComponent <SpawnArrows>();
                spawnArrow.shoot = true;
            }
            wave1On = true;
        }
        if (healthLost > 3 && !wave2On)
        {
            foreach (GameObject spawnObject in ArrowWave2)
            {
                spawnObject.SetActive(true);
                SpawnArrows spawnArrow = spawnObject.GetComponent <SpawnArrows>();
                spawnArrow.shoot = true;
            }
            wave2On = true;
        }
        if (healthLost > 5 && !wave3On)
        {
            foreach (GameObject spawnObject in ArrowWave3)
            {
                spawnObject.SetActive(true);
                SpawnArrows spawnArrow = spawnObject.GetComponent <SpawnArrows>();
                spawnArrow.shoot = true;
            }
            wave3On = true;
        }

        healthLost++;
    }