private void OnTriggerEnter(Collider collider) { if (collider.tag == "Laser") { Destroy(collider.gameObject); laserBehavior laser = collider.gameObject.GetComponent <laserBehavior>(); health -= laser.GetDamage(); } if (health <= 0) { MissleModel.GetComponent <Renderer>().material = flashMat; Invoke("setInActive", 0.05f); } }
// Use this for initialization void Start() { Assert.IsTrue(angle != null); q = angle.transform.eulerAngles; //get initial angle of camera vC = GetComponent <visibilityCheck> (); lb = GetComponent <laserBehavior> (); audioSrc = GetComponent <GvrAudioSource> (); Assert.IsTrue(audioSrc.clip != null); audioSrc.playOnAwake = false; audioSrc.loop = true; }
private void OnTriggerEnter(Collider collider) { if (collider.tag == "Laser") { Destroy(collider.gameObject); astroidXlPrefab.GetComponent <Renderer>().material = flashMat; laserBehavior laser = collider.gameObject.GetComponent <laserBehavior>(); health -= laser.GetDamage(); } if (health <= 0) { splitMeteorite(); Invoke("setInActive", 0.05f); } if (collider.tag == "ObjectDestroyer") { Invoke("setInActive", 0.05f); } }
private void OnTriggerEnter(Collider collider) { if (collider.tag == "Laser") { Destroy(collider.gameObject); laserBehavior laser = collider.gameObject.GetComponent <laserBehavior>(); health -= laser.GetDamage(); } if (health <= 0) { gameObject.GetComponent <Renderer>().material = flashMat; explode(); Invoke("setInActive", 0.05f); GameLogger.GetInstance().PlayerKilledEnemy(); } if (collider.tag == "ObjectDestroyer") { Invoke("setInActive", 0.05f); } }
void Start() { for (int i = 0; i < points.Length; i++) { Assert.IsTrue(points [i] != null); } anim = GetComponent <Animator>(); rb = gameObject.GetComponent <Rigidbody>(); vC = gameObject.GetComponent <visibilityCheck> (); lb = gameObject.GetComponentInChildren <laserBehavior> (); agent = GetComponent <NavMeshAgent>(); audioSrc = GetComponent <GvrAudioSource> (); target = sceneManager.instance.target; // Disabling auto-braking allows for continuous movement // between points (ie, the agent doesn't slow down as it // approaches a destination point). agent.autoBraking = true; agent.speed = 0.1f; GotoNextWayPoint(); }