Exemplo n.º 1
0
        private IEnumerator WaitBeforeDestroy(Collider c)
        {
            OnCameraShake?.Invoke();
            explosionFX.SetActive(true);
            c.gameObject.SetActive(false);
            yield return(new WaitForSeconds(0.6f));

            if (saveManager == null)
            {
                saveManager = SaveManager.instance;
            }

            saveManager.SaveData();


            if (SoundManager.instance == null)
            {
                _sound = FindObjectOfType <SoundManager>();
                _sound.PlayImpactSound();
            }
            else
            {
                SoundManager.instance.PlayImpactSound();
            }


            restartEvent?.Invoke();

            gameObject.SetActive(false);


            //   GameManager.instance.ReloadGame();
        }
Exemplo n.º 2
0
    public void ChangeLives(int amount)
    {
        if (_isShieldActive == true && amount < 0)
        {
            _currentShieldStrength--;

            if (_currentShieldStrength > 0)
            {
                ChangeShield(_currentShieldStrength);
                return;
            }

            _isShieldActive = false;
            _shieldVisual.SetActive(false);
            return;
        }

        if (amount < 0)
        {
            OnCameraShake?.Invoke();
        }

        _lives += amount;

        if (_lives > _maxLives)
        {
            _lives = _maxLives;
        }
        else if (_lives < 0)
        {
            _lives = 0;
        }

        OnUpdateLives?.Invoke(_lives);

        if (_lives == 3)
        {
            if (_engineFires[0].activeInHierarchy == true)
            {
                _engineFires[0].SetActive(false);
            }

            if (_engineFires[1].activeInHierarchy == true)
            {
                _engineFires[1].SetActive(false);
            }
        }
        else if (_lives == 2)
        {
            _engineFires[0].SetActive(true);

            if (_engineFires[1].activeInHierarchy == true)
            {
                _engineFires[1].SetActive(false);
            }
        }
        else if (_lives == 1)
        {
            _engineFires[1].SetActive(true);

            if (_engineFires[0].activeInHierarchy == false)
            {
                _engineFires[0].SetActive(true);
            }
        }
        else if (_lives < 1)
        {
            int        explosionID = _explosionPrefab.GetExplosionID();
            GameObject explosion   = OnGetExplosion?.Invoke(explosionID);
            explosion.transform.position = transform.position;
            explosion.SetActive(true);
            OnRemoveTarget?.Invoke(gameObject);
            OnDeath?.Invoke();
            gameObject.SetActive(false);
        }
    }