예제 #1
0
	void OnCollisionEnter2D(Collision2D collision)
	{
		//if(collision.gameObject.GetComponent<Rigidbody>().name != "Cube 1"){
		//	if(collision.gameObject.GetComponent<Rigidbody>().name == "front wheel"){
		
		//objectname = GameObject.Find ("urban_zombie_mobile1");
		//	Vector3 zombie = transform.position;
		
		
		//					Collider[] colliders = Physics.OverlapSphere (zombie, radius);
		//	foreach (Collider hit in colliders) {  //for loop that says if we hit any colliders, then do the following below
		GameObject gui = GameObject.FindGameObjectWithTag ("_gui_");
		if(gui != null){
			my_game_uGUI = GameObject.FindGameObjectWithTag("_gui_").GetComponent<game_uGUI>();
			
		}
		
		if (collision.gameObject.name == ObjectToCollided) {
			
			makeclick Achievement = new makeclick();
			Achievement.SENDACHIEVEMENTINCREMENT(INCREMENTAL_ACHIEVEMENT_ID_Veteran,1);
			Achievement.SENDACHIEVEMENTINCREMENT(INCREMENTAL_ACHIEVEMENT_ID_Assassin,1);
			Achievement.SENDACHIEVEMENTINCREMENT(INCREMENTAL_ACHIEVEMENT_ID_Sergeant,1);
			
			my_game_uGUI.Update_int_score(points);
			/*	if (!game_uGUI.in_pause)
						{
							my_game_uGUI.my_progress_bar.Add_to_fill(quantity);

							if (my_game_uGUI.star_number<3)
							{
								my_game_uGUI.Add_stars(1);
							}
							
							//this.gameObject.SetActive(false);
						}*/
			
			if(sound){
				sound.Play();
			}
			Hit.transform.position = body.transform.position;
			Hit.SetActive (true);		
			Instantiate (Hit);
		//	CFX_SpawnSystem.Instantiate (Hit);	

			Blood.transform.position = body.transform.position;
			Blood.SetActive (true);
			Instantiate (Blood);
			
			if (Object != null)
			{  
				Destroy (Object);	
				Hit.SetActive (false);	
				Blood.SetActive (false);

			}
			
		}			
	}
예제 #2
0
	void OnCollisionEnter (Collision collision)
	{

		if (collision.gameObject.name == ObjectCollide.name) {

			makeclick Achievement = new makeclick();
			Achievement.SENDACHIEVEMENT(ACHIEVEMENT_ID_First_Explotion);

			Effect.SetActive (true);
			Effect.transform.position = ObjectDestroy.gameObject.transform.position;
			Effect.AddComponent<Exploder>();

			Effect.AddComponent<Exploder>().explosionTime = explosionTime;
			Effect.AddComponent<Exploder>().power = power;
			Effect.AddComponent<Exploder>().radius = radius;
			Effect.AddComponent<Exploder>().explodeDuration = explodeDuration;
			Instantiate (Effect);		
			Destroy (ObjectDestroy);	

		}

	}
예제 #3
0
	void OnCollisionEnter2D (Collision2D collision)
	{
		if (!zombiedead) {
			if (ObjectToCollided != null || ObjectToCollided2 != null || BodyToCollided != null || PoliToCollided != null) {
				if (ObjectToCollided.name == collision.gameObject.name || ObjectToCollided2.name == collision.gameObject.name || BodyToCollided.name == collision.gameObject.name || PoliToCollided.name == collision.gameObject.name) {
					anim.SetBool ("IsKilled", true);
					anim.SetBool ("IsAggro", false);
					rb2d.velocity = new Vector2 (10f, hitForce);
					rb2d.velocity = new Vector3 (0f, 3f, 0f) * hitForce;
					AudioSource.PlayClipAtPoint (DeadSound, gameObject.transform.position, 10.0f);

					makeclick Achievement = new makeclick();
					Achievement.SENDACHIEVEMENTINCREMENT(INCREMENTAL_ACHIEVEMENT_ID_Veteran,1);
					Achievement.SENDACHIEVEMENTINCREMENT(INCREMENTAL_ACHIEVEMENT_ID_Assassin,1);
					Achievement.SENDACHIEVEMENTINCREMENT(INCREMENTAL_ACHIEVEMENT_ID_Sergeant,1);

					if (my_game_uGUI) {
						my_game_uGUI.Update_int_score (100);
						//zombie_count = zombie_count + 1;
						//my_game_uGUI.Add_zombies (1);
						//my_game_uGUI.star_number = 1;
						//my_game_uGUI.Add_stars (1);

					}

					if(gameObject.tag =="ZombieFat"){
						gameObject.GetComponent<Rigidbody2D>().mass =0.2f;
						Physics2D.IgnoreCollision(HelmetToCollided.GetComponent<Collider2D>(), GetComponent<Collider2D>());
						Physics2D.IgnoreCollision(PoliToCollided.GetComponent<Collider2D>(), GetComponent<Collider2D>());
						Physics2D.IgnoreCollision(BodyToCollided.GetComponent<Collider2D>(), GetComponent<Collider2D>());
						Physics2D.IgnoreCollision(ObjectToCollided.GetComponent<Collider2D>(), GetComponent<Collider2D>());
						Physics2D.IgnoreCollision(ObjectToCollided2.GetComponent<Collider2D>(), GetComponent<Collider2D>());

						Physics2D.IgnoreCollision(legToCollided.GetComponent<Collider2D>(),GetComponent<Collider2D>());
						Physics2D.IgnoreCollision(trunkToCollided.GetComponent<Collider2D>(),GetComponent<Collider2D>());
						Physics2D.IgnoreCollision(leftarmToCollided.GetComponent<Collider2D>(),GetComponent<Collider2D>());
						Physics2D.IgnoreCollision(rightarmToCollided.GetComponent<Collider2D>(),GetComponent<Collider2D>());

					}
					if(gameObject.tag =="Zombie"){
						gameObject.GetComponent<Rigidbody2D>().mass =0.01f;
						Physics2D.IgnoreCollision(HelmetToCollided.GetComponent<Collider2D>(), GetComponent<Collider2D>());
						Physics2D.IgnoreCollision(PoliToCollided.GetComponent<Collider2D>(), GetComponent<Collider2D>());
						Physics2D.IgnoreCollision(BodyToCollided.GetComponent<Collider2D>(), GetComponent<Collider2D>());
						Physics2D.IgnoreCollision(ObjectToCollided.GetComponent<Collider2D>(), GetComponent<Collider2D>());
						Physics2D.IgnoreCollision(ObjectToCollided2.GetComponent<Collider2D>(), GetComponent<Collider2D>());

						Physics2D.IgnoreCollision(legToCollided.GetComponent<Collider2D>(),GetComponent<Collider2D>());
						Physics2D.IgnoreCollision(trunkToCollided.GetComponent<Collider2D>(),GetComponent<Collider2D>());
						Physics2D.IgnoreCollision(leftarmToCollided.GetComponent<Collider2D>(),GetComponent<Collider2D>());
						Physics2D.IgnoreCollision(rightarmToCollided.GetComponent<Collider2D>(),GetComponent<Collider2D>());
					}
					if(gameObject.tag =="ZombieMid"){
						gameObject.GetComponent<Rigidbody2D>().mass =1f;
						Physics2D.IgnoreCollision(HelmetToCollided.GetComponent<Collider2D>(), GetComponent<Collider2D>());
						Physics2D.IgnoreCollision(PoliToCollided.GetComponent<Collider2D>(), GetComponent<Collider2D>());
						Physics2D.IgnoreCollision(BodyToCollided.GetComponent<Collider2D>(), GetComponent<Collider2D>());
						Physics2D.IgnoreCollision(ObjectToCollided.GetComponent<Collider2D>(), GetComponent<Collider2D>());
						Physics2D.IgnoreCollision(ObjectToCollided2.GetComponent<Collider2D>(), GetComponent<Collider2D>());

						Physics2D.IgnoreCollision(legToCollided.GetComponent<Collider2D>(),GetComponent<Collider2D>());
						Physics2D.IgnoreCollision(trunkToCollided.GetComponent<Collider2D>(),GetComponent<Collider2D>());
						Physics2D.IgnoreCollision(leftarmToCollided.GetComponent<Collider2D>(),GetComponent<Collider2D>());
						Physics2D.IgnoreCollision(rightarmToCollided.GetComponent<Collider2D>(),GetComponent<Collider2D>());
					}

					zombiedead = true;
				}
			}
		}
	}	
예제 #4
0
	void TimeEffectExecuteAll()
	{
		makeclick Achievement = new makeclick();
		Achievement.SENDACHIEVEMENT(ACHIEVEMENT_ID_First_Explotion);

		if(UsedSlowMotion)
		{
			count = count + 1;
			if(count == 1){
				SlowMotionController.AddSlowMotion(desiredFreezeDuration, desiredTimeScale, delay);
			}
		}
		if (Explotion != null) {
			Explotion.SetActive (true);
			if(body != null){
				Explotion.transform.position = body.position;
			}
		}
		if (bomb != null) {
			bomb.GetComponent<Rigidbody2D> ().isKinematic = false; 
			//bomb.GetComponent<Rigidbody2D> ().useGravity = true;
			//Destroy (bomb);
			
		}
		
		timescollision = timescollision + 1;
		if(ExplotionWithThis == true)
		{
			
			Instantiate(Explotion);
			
			//CFX_SpawnSystem.Instantiate (Explotion);
		}
		if(isHit){
			Vector3 granadeorigin = grenadeOrigenStatic;
			granadeorigin.z = 10;
			granadeorigin.y = granadeorigin.y - 2.0f;
			Vector3 objPos1 = Camera.main.ScreenToWorldPoint(granadeorigin);
			
			AddExplosionForce(hitColliderStatic.GetComponent<Rigidbody2D> (), power * 100, objPos1, radius);
			//hit.GetComponent<Rigidbody2D> ().AddForceAtPosition (power, grenadeOrigin, ForceMode2D.Force);
		}
		if(isBomb)
		{
			Vector3 granadeorigin = grenadeOrigenStatic;
			granadeorigin.z = 10;
			granadeorigin.y = granadeorigin.y - 2.0f;
			Vector3 objPos1 = Camera.main.ScreenToWorldPoint(granadeorigin);
			
			AddExplosionForce(bomb.GetComponent<Rigidbody2D> (), power * 100, objPos1, radius);
			//hit.GetComponent<Rigidbody2D> ().AddForceAtPosition (power, grenadeOrigin, ForceMode2D.Force);
			//bomb.GetComponent<Rigidbody2D> ().AddForceAtPosition (power, grenadeOrigin, ForceMode2D.Force);
			//bomb.GetComponent<Rigidbody2D> ().AddExplosionForce (power, grenadeOrigin, radiusExplotion, 1.0f);
		}
		
		
		if (EffectLoseGravity != null) {
			EffectLoseGravity.SetActive (true);
			if(body != null){
				GameObject position = ObjectToLoseGravity;
				if(position != null){
					EffectLoseGravity.transform.position = position.transform.position;
					CFX_SpawnSystem.Instantiate (EffectLoseGravity);
					AudioSource.PlayClipAtPoint(SoundLoseGravity,EffectLoseGravity.transform.position);
					if (radius < radiusDead) {
						Motorcycle_Controller2D.crash = true;
					}
				}
				
			}
			
		}
		if (EffectLoseGravity2 != null) {
			EffectLoseGravity2.SetActive (true);
			if(body != null){
				GameObject position2 = ObjectToLoseGravity2;
				EffectLoseGravity2.transform.position = position2.transform.position;
				CFX_SpawnSystem.Instantiate (EffectLoseGravity2);
				AudioSource.PlayClipAtPoint(SoundLoseGravity2,EffectLoseGravity2.transform.position);
				if (radius < radiusDead) {
					Motorcycle_Controller2D.crash = true;
				}
			}
			
		}
		if (EffectLoseGravity3 != null) {
			EffectLoseGravity3.SetActive (true);
			if(body != null){
				GameObject position3 = ObjectToLoseGravity3;
				EffectLoseGravity3.transform.position = position3.transform.position;
				CFX_SpawnSystem.Instantiate (EffectLoseGravity3);
				AudioSource.PlayClipAtPoint(SoundLoseGravity3,EffectLoseGravity3.transform.position);
				if (radius < radiusDead) {
					Motorcycle_Controller2D.crash = true;
				}
			}
			
		}
		if (EffectLoseGravity4 != null) {
			EffectLoseGravity4.SetActive (true);
			if(body != null){
				GameObject position4 = ObjectToLoseGravity4;
				EffectLoseGravity4.transform.position = position4.transform.position;
				CFX_SpawnSystem.Instantiate (EffectLoseGravity4);
				AudioSource.PlayClipAtPoint(SoundLoseGravity4,EffectLoseGravity4.transform.position);
				if (radius < radiusDead) {
					Motorcycle_Controller2D.crash = true;
				}
			}
			
		}
		
		
		if (wood != null) {
			wood.GetComponent<Rigidbody2D> ().isKinematic = false; 
			//wood.GetComponent<Rigidbody2D> ().useGravity = true;
			if(DestroyLoseGravity){
				Destroy(wood);
			}
		}
		if (wood2 != null) {
			wood2.GetComponent<Rigidbody2D> ().isKinematic = false; 
			//wood2.GetComponent<Rigidbody2D> ().useGravity = true;
			if(DestroyLoseGravity2){
				Destroy(wood2);
			}
		}
		if (wood3 != null) {
			wood3.GetComponent<Rigidbody2D> ().isKinematic = false; 
			//wood3.GetComponent<Rigidbody2D> ().useGravity = true;
			if(DestroyLoseGravity3){
				Destroy(wood3);
			}
		}
		if (wood4 != null) {
			wood4.GetComponent<Rigidbody2D> ().isKinematic = false; 
			//	wood4.GetComponent<Rigidbody2D> ().gravityScale = 1;
			if(DestroyLoseGravity4){
				Destroy(wood4);
			}
		}
		
		
	}
예제 #5
0
	void OnTriggerEnter2D(Collider2D collision){
		if (!zombiedead) {
			if (ObjectToCollided != null || ObjectToCollided2 != null || BodyToCollided != null || PoliToCollided != null) {
				if (ObjectToCollided.name == collision.gameObject.name || ObjectToCollided2.name == collision.gameObject.name || BodyToCollided.name == collision.gameObject.name || PoliToCollided.name == collision.gameObject.name) {
					
					//	gameObject.GetComponent<Rigidbody2D>().constraints = RigidbodyConstraints2D.None;
					gameObject.GetComponent<Rigidbody2D>().constraints = RigidbodyConstraints2D.None;
					
					gameObject.GetComponent<Rigidbody2D>().freezeRotation = false;
					//AudioSource.PlayClipAtPoint (DeadSound, gameObject.transform.position, 10.0f);
					
					makeclick Achievement = new makeclick();
					Achievement.SENDACHIEVEMENTINCREMENT(INCREMENTAL_ACHIEVEMENT_ID_Veteran,1);
					Achievement.SENDACHIEVEMENTINCREMENT(INCREMENTAL_ACHIEVEMENT_ID_Assassin,1);
					Achievement.SENDACHIEVEMENTINCREMENT(INCREMENTAL_ACHIEVEMENT_ID_Sergeant,1);
					Achievement.SENDACHIEVEMENTINCREMENT(INCREMENTAL_ACHIEVEMENT_ID_Lieutenant,1);
					Achievement.SENDACHIEVEMENTINCREMENT(INCREMENTAL_ACHIEVEMENT_ID_Captain,1);
					
					if (my_game_uGUI) {
						my_game_uGUI.Update_int_score (100);
					}
					zombiedead = true;
					
				}
			}
		}
	}
예제 #6
0
	void TimeEffectExecuteAll()
	{
		makeclick Achievement = new makeclick();
		Achievement.SENDACHIEVEMENT(ACHIEVEMENT_ID_First_Explotion);
		
		if(UsedSlowMotion)
		{
			count = count + 1;
			if (count == 1) {
				SlowMotionController.AddSlowMotion(desiredFreezeDuration, desiredTimeScale, delay);
				UsedSlowMotionActivated = true;
			}
		}
		if (Explotion != null) {
			Explotion.SetActive (true);
			if(body != null){
				Explotion.transform.position = body.position;
			}
		}
		if (bomb != null) {
			bomb.GetComponent<Rigidbody2D> ().isKinematic = false; 

		}
		EffectLoseGravity.transform.position = body.position;
		EffectLoseGravity2.transform.position = body.position;
		//count = count + 1;
		if (count <= 1) {
			count = count + 1;
		Instantiate (EffectLoseGravity);
		Instantiate (EffectLoseGravity2);

		AudioSource.PlayClipAtPoint(SoundLoseGravity,EffectLoseGravity.transform.position);
			//Destroy(ObjectToLoseGravity);
		ObjectToLoseGravity.GetComponent<SpriteRenderer>().enabled = false;
		ObjectToLoseGravity.GetComponent<BoxCollider2D>().enabled = false;

		//SlowMotionController.AddSlowMotion(desiredFreezeDuration, desiredTimeScale, delay);
			//Invoke ("DestroyObject",0);
			//ObjectToLoseGravity.SetActive(false);
		}
		//Destroy(EffectLoseGravity);
	}