Exemplo n.º 1
0
    /**
     * OnTriggerEnter is called then two Colliders collide.
     * If the Ship collides and was not hit before (isAlive == true) then disable all renderers to make the ship invisible.
     * The Ship cannot move, when it was hit, so set canMove to false. Set isAlive to false, so it cannot be hit a second time.
     * Then disable the IonCannon, as the Ship cannot shoot, when it was hit.
     * Lastly call Reset(), which will reset the Ship to the start.
     */
    /*public void OnTriggerEnter(Collider collider) {
     *      if (isAlive) {
     *              SkinnedMeshRenderer[] renderers = GetComponentsInChildren<SkinnedMeshRenderer>();
     *              foreach (SkinnedMeshRenderer renderer in renderers) {
     *                      renderer.enabled = false;
     *              }
     *              canMove = false;
     *              isAlive = false;
     *              IonCannon ionCannon = gameObject.GetComponent<IonCannon>();
     *              if (ionCannon) {
     *                      ionCannon.SetCanShoot(false);
     *              }
     *      }
     *      StartCoroutine (Reset());
     * }*/

    /**
     * Resets the Ship to its start position after 2 seconds. This is done with Coroutines and WaitForSeconds.
     * After the two seconds all renderers are enabled. The moveDirection is set to (0, 0, 0), so that the ship stands still, when it reappears.
     * canMove and isAlive are set to true.
     * Lastly the sthip rotation and position are set to their initial values.
     */
    public IEnumerator Reset()
    {
        yield return(new WaitForSeconds(2));

        SkinnedMeshRenderer[] renderers = GetComponentsInChildren <SkinnedMeshRenderer>();
        foreach (SkinnedMeshRenderer renderer in renderers)
        {
            renderer.enabled = true;
        }
        moveDirection = new Vector3();
        canMove       = true;
        isAlive       = true;
        IonCannon ionCannon = gameObject.GetComponent <IonCannon>();

        ionCannon.SetCanShoot(true);
        transform.position = startPosition;
        transform.rotation = startRotation;
    }
Exemplo n.º 2
0
 /**
  * OnTriggerEnter is called when two Colliders collide.
  * If the Ship collides and was not hit before (isAlive == true) then disable all renderers to make the ship invisible.
  * The Ship cannot move when it is hit, so set canMove to false. Set isAlive to false, so it cannot be hit a second time.
  * Then disable the IonCannon, as the Ship cannot shoot when it is hit.
  * Lastly call Reset(), which will reset the Ship to the start.
  */
 public void OnTriggerEnter(Collider collider)
 {
     if (isAlive)
     {
         SkinnedMeshRenderer[] renderers = GetComponentsInChildren <SkinnedMeshRenderer>();
         foreach (SkinnedMeshRenderer renderer in renderers)
         {
             renderer.enabled = false;
         }
         canMove = false;
         isAlive = false;
         IonCannon ionCannon = gameObject.GetComponent <IonCannon>();
         if (ionCannon)
         {
             ionCannon.SetCanShoot(false);
         }
     }
     StartCoroutine(Reset());
 }