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);
     }
 }
예제 #2
0
    // 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);
     }
 }
예제 #5
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    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();
    }