public EnemyCorpse(GameObject[] enemyKind, UnityAction <int> reachEdge, UnityAction <int> onClush, UnityAction onDeath) { enemyLine = new EnemyLine[GS.CORPSE_HEIGHT]; for (int i = 0; i < GS.CORPSE_HEIGHT; i++) { float y = GS.ENEMY_HEIGHT_OFFSET + GS.ENEMY_HEIGHT * (i - GS.CORPSE_HEIGHT / 2); enemyLine[i] = new EnemyLine(enemyKind[i], y, reachEdge, onClush, onDeath); } }
public void DropOffWeapon(GameObject weaponDroppingOff) { Weapon weaponType = Weapon.None; if (weaponDroppingOff.name.Contains("Finished Axe")) { weaponType = Weapon.Axe; } else if (weaponDroppingOff.name.Contains("Finished Sword")) { weaponType = Weapon.Sword; } else if (weaponDroppingOff.name.Contains("Finished Shield")) { weaponType = Weapon.Shield; } if (weaponRequired == weaponType) { // Reward players // Play any feedback (audio, particle effects) EnemyLine enemyLine = this.GetComponentInParent <EnemyLine>(); enemyLine.SlowDownMovement(); // Increase weapon count LevelOneController levelOneController = GameObject.FindGameObjectWithTag("GameController").GetComponent <LevelOneController>(); if (levelOneController) { switch (weaponType) { case Weapon.Shield: levelOneController.IncreaseShieldCount(); break; case Weapon.Sword: levelOneController.IncreaseSwordCount(); break; case Weapon.Axe: levelOneController.IncreaseAxeCount(); break; } } Destroy(weaponDroppingOff); Destroy(this.gameObject); } }
void UpdateTimer() { dropoffTimer += Time.deltaTime; anim.speed = 1 + (dropoffTimer / destroyTime) * 2; if (dropoffTimer >= destroyTime) { EnemyLine enemyLine = this.GetComponentInParent <EnemyLine>(); enemyLine.SpeedUpMovement(); Destroy(this.gameObject); } else { fillImage.fillAmount = dropoffTimer / destroyTime; } }
void OnTriggerEnter2D(Collider2D other) { //moi lam demo thoi //sau nay kiem tra int cua Type neu > 10 thi moi thuc hien if (this.type == MAPTYPE.BLOCK || this.type == MAPTYPE.TREE || this.type == MAPTYPE.WOOD || this.type == MAPTYPE.BORDER) { if (other.tag == "Player") { this.OnCollision(); } if (other.tag == "Enemy") { EnemyLine enemy = other.transform.parent.gameObject.GetComponent <EnemyLine>(); if (enemy != null) { enemy.TurnRandom(); } } } }