void OnTriggerEnter(Collider other) { if ("Player".Equals(other.tag)) { var normalizedHp = _theDaystar.GetNormalizeHp(); var damage = normalizedHp <= (1f / 7f) ? (theTraitor.isTraitor ? 7 : 3) : (theTraitor.isTraitor ? 5 : 1); other.GetComponent <TheShepherd> ().Hit(damage); _shakeCamera.Shake(.175f, .065f); InstantiateEffectAtCollision(); InstantiateSoundEffectAtCollision(); if (theTraitor.isTraitor) { theTraitor.InstantiateBullet(300f); } Destroy(gameObject); } else if ("The House".Equals(other.tag)) { InstantiateEffectAtCollision(); InstantiateSoundEffectAtCollision(); Destroy(gameObject); } else if ("The Word".Equals(other.tag)) { other.GetComponent <ThePrayerWord> ().SelfDestruct(); } }
IEnumerator Next() { var timeToNext = _theDaystar.GetNormalizeHp() <= (1f / 7f)?.25f : 1.15f; yield return(new WaitForSeconds(timeToNext)); var nextSkill = GetNextSkill(); nextSkill.Execute(); }
void InstantiateBall(Vector3 forward) { var normalizedHp = _theDaystar.GetNormalizeHp(); var speed = normalizedHp <= (1f / 7f) ? _speed * 1.107f : _speed; var cannonBall = Instantiate <CannonBall> (_theCannonBallPrefab, transform.position, Quaternion.identity); cannonBall.theTraitor.isTraitor = _theTraitorDueCount.isDue; cannonBall.speed = _speed; cannonBall.forward = forward; }
void InitFakeShepherd(float stepX) { var normalizedHp = _theDaystar.GetNormalizeHp(); var speed = normalizedHp <= (1f / 7f) ? initSpeed * 1.105f : initSpeed; var spawnPointX = _spawnPoint.position.x + stepX; var spawnPoint = new Vector3(spawnPointX, _spawnPoint.position.y, _spawnPoint.position.z); var theFakeShepherd = Instantiate <TheFakeShepherd3> (_fakeShepherdPrefab, spawnPoint, Quaternion.identity); theFakeShepherd.theTraitor.isTraitor = _theTraitorDueCount.isDue; theFakeShepherd.initSpeed = speed; }
void InitFakeShepherd() { var normalizedHp = _theDaystar.GetNormalizeHp(); var speed = normalizedHp <= (1f / 7f) ? initSpeed * 1.105f : initSpeed; var appearedSpd = normalizedHp <= (1f / 7f) ? appearedSpeed * 1.5f : appearedSpeed; var spawnPoint = new Vector3(_player.transform.position.x, _spawnPoint.position.y, _spawnPoint.position.z); var theFakeShepherd = Instantiate <TheFakeShepherd3> (_fakeShepherdPrefab, spawnPoint, Quaternion.identity); theFakeShepherd.theTraitor.isTraitor = _theTraitorDueCount.isDue; theFakeShepherd.initSpeed = speed; theFakeShepherd.appearedSpeed = appearedSpd; }
void InitGoingDownThing(float stepX) { var normalizedHp = _theDaystar.GetNormalizeHp(); var spawnPointX = _spawnPoint.position.x + stepX; var spawnPoint = new Vector3(spawnPointX, _spawnPoint.position.y, _spawnPoint.position.z); var goingDown = Instantiate <TheGoingDown> (_theFallenBlockPrefab, spawnPoint, Quaternion.identity); var isTraitor = _theTraitorDueCount.isDue; var damage = normalizedHp <= (1f / 7f) ? (isTraitor ? 7 : 3) : (isTraitor ? 5 : 1); goingDown.theTraitor.isTraitor = isTraitor; goingDown.initSpeed = initSpeed; goingDown.damage = damage; goingDown.transform.localScale = Vector3.zero; _currentList.Add(goingDown); }