Exemplo n.º 1
0
    public override void Execute(HealthComponent t)
    {
        self_destruct = true;
        Collider2D[] hit = Physics2D.OverlapCircleAll((Vector2)this.transform.position, range);

        foreach (Collider2D c in hit)
        {
            HealthComponent h = c.gameObject.GetComponent <HealthComponent> ();
            if (h != null && UnitAIBehaviour.ObjectInMask(h.gameObject, layerTarget))
            {
                h.Damage(damage);
            }
        }

        HealthComponent self = this.GetComponent <HealthComponent> ();

        if (self != null)
        {
            self.Kill();
        }
        else
        {
            Destroy(this.gameObject);
        }
    }
Exemplo n.º 2
0
    void Update()
    {
        // Debug.Log(controller.collisions.below);

        if (bubbleCount >= bubbleRndEmit)
        {
            be.Emit(Random.Range(1, 2), 40f, Vector2.up);
            SetupNextBubbleEmit();
        }
        else
        {
            bubbleCount += Time.deltaTime;
        }

        st = new status().Init();

        // if(Input.GetKeyDown(KeyCode.Q)) hc.Kill();
        // gameObject.GetComponent<BubbleEmitter>().Emit(10, 50f, new Vector2(0.5f, 0.5f));

        if (hc.isDead)
        {
            st.Dead();
            an.Play("player_death");
            SFXHelper.PlayEffect(SFXs.Death);
            if (coroutine == null)
            {
                coroutine = StartCoroutine(ResetPlayerAfterSeconds(secondsToRespawn));
            }
        }

        //Movement
        var dir = HandleInput();

        HandleMovement();
        OrganizeInventory();

        //Animation
        if (!hc.isDead)
        {
            Animate();
        }

        //Loop
        currentOxygen -= Time.deltaTime;

        if (currentOxygen <= lastBreath)
        {
            //TODO: implement vision loss

            if (currentOxygen <= 0)
            {
                hc.Kill();
            }
        }

        //Open Inventory
        if (Input.GetKeyDown(KeyCode.E))
        {
            openInventory = !openInventory;
            if (Time.timeScale == 1.0f)
            {
                Time.timeScale = 0;
                inventoryManager.SetAvailableItems(GameObject.Find("ProximityRadius").GetComponent <ProximityFinder>().nearPickables);
                inventoryManager.inventoryPanel.gameObject.SetActive(openInventory);
            }
            else
            {
                Time.timeScale = 1.0F;
                inventoryManager.inventoryPanel.gameObject.SetActive(openInventory);
            }
        }

        //update oxygen panel
        oxyPanel.UpdateOxygenBar(currentOxygen / maxOxygen);
    }