public static void fireLazer(Vector3 spawnLocation, Vector3 forceApplied) { if (laserStocks == 0) { currentPlayerHasFiredCannon = true; playerOneCurrentAmmoType = "Normal"; SwitchTurns.switchPlayersTurns(); } currentPlayerMaxTravelDistance = true; GameObject newBullet = GameObject.CreatePrimitive(PrimitiveType.Sphere); newBullet.GetComponent <Collider> ().isTrigger = true; newBullet.gameObject.tag = "AOEDamage"; newBullet.transform.localScale = new Vector3(.5f, .5f, .5f); newBullet.transform.position = spawnLocation; newBullet.GetComponent <Renderer> ().material = Resources.Load("Bullet", typeof(Material)) as Material; newBullet.AddComponent(System.Type.GetType("BulletExplosion")); newBullet.AddComponent <Rigidbody>(); newBullet.GetComponent <Rigidbody> ().useGravity = false; newBullet.GetComponent <Rigidbody>().AddForce(forceApplied); }
void OnTriggerEnter(Collider collider) { if (collider.tag == "Terrain") { Destroy(collider.gameObject); } Destroy(gameObject); SwitchTurns.switchPlayersTurns(); }
void Update() { localAOE += GlobalVariables.speedAOE; if (transform.localScale.x < GlobalVariables.sizeAOE) { //grow the AOE until it hits a specific size and then destroy it transform.localScale = new Vector3(1, 1, 1) * localAOE; } else { Destroy(gameObject); //animation has played out, therefore delete it //switch players turns now SwitchTurns.switchPlayersTurns(); } }