private void MartianKilled(Martian martian) { SaveData.score += martian.RewardPoints; this.levelUI.UpdateScoreText(); this.SpawnMartian(); }
private void SearchForEnemy() { Martian martian; if (this.IsOverlapingTarget(out martian)) { this.martian = martian; this.SetState(State.Locking); } }
private bool IsOverlapingTarget(out Martian martian) { martian = null; // Find all of the colliders on this layerMask overlaping our Reticle Collider2D[] hitColliders = Physics2D.OverlapCircleAll(this.transform.position, this.reticleRadius, this.layerMask); for (int i = 0; i < hitColliders.Length; i++) { Martian tempMartian = hitColliders[i].GetComponentInParent <Martian>(); if (tempMartian != null) { martian = tempMartian; return(true); } } return(false); }
private void SpawnMartian() { Martian martian = Instantiate <Martian>(this.martianPrefab, this.GetRandomSpawnPosition(), Quaternion.identity); martian.transform.SetParent(this.martianContainer); }