Exemplo n.º 1
0
 // Update is called once per frame
 void Update()
 {
     if (TimerManager.fGameTime > m_fEventTime)
     {
         SpriteToParticleSystem.ExplodeSprite(transform.position, m_fShatterVelocity, m_goPixelShatterPrefab, m_gcSprite, m_iPixelShatterTTL);
         GetComponent <SpriteRenderer>().enabled = false;
         Destroy(gameObject);
     }
 }
Exemplo n.º 2
0
    // Room Controllers can call this to fake a death :D
    public virtual void PlayDeathEffects()
    {
        // Move particles closer to camera, so they appear over everything
        Vector3 vPos = transform.position;

        vPos.z = Types.s_fPOS_FrontLayerZ;

        // Spawn the effects
        if (m_bPixelShatter)
        {
            SpriteToParticleSystem.ExplodeSprite(transform.position, Types.s_fVEL_PixelShatterVelocity, m_goPixelShatterPrefab, m_gcSprite, m_iPixelShatterTTL);
        }
        if (m_bPlaySFXOnDeath)
        {
            GameInstance.Object.GetAudioManager().PlayAudioAtLocation(transform.position, m_iSFX_Explosion);
        }
        if (m_bSpawnExplosionEffect && null != m_goExplosionPrefab)
        {
            Instantiate(m_goExplosionPrefab, transform.position, Quaternion.identity);
        }
    }
Exemplo n.º 3
0
    public void Explode()
    {
        // Create the explosion
        if (null != m_goExplosionPrefab)
        {
            Instantiate(m_goExplosionPrefab, transform.position, Quaternion.identity);
        }
        SpriteToParticleSystem.ExplodeSprite(transform.position, Types.s_fVEL_PixelShatterVelocity, m_goPixelShatterPrefab, GetComponent <SpriteRenderer>().sprite, m_iPixelShatterTTL);

        // Play audio and add shake. Mines always add maxium shake...
        GameInstance gi = GameInstance.Object;

        gi.GetAudioManager().PlayAudioAtLocation(transform.position, m_iSFX_Explosion);
        gi.GetGameCamera().AddShake(1.0f);


        // Spawn the Spikes, if we have any
        {
            GameObject     go         = null;
            Vector3        vTraj      = Vector3.zero;
            BulletMovement gcMovement = null;

            float fAngle = m_fAngleOffsetRadians;
            for (int i = 0; i < m_iSpikeCount; ++i)
            {
                vTraj      = new Vector3(Mathf.Sin(fAngle), Mathf.Cos(fAngle), 0f);
                go         = Instantiate(m_goSpike, transform.position + (vTraj * m_fSpawnOffset), Quaternion.identity);
                gcMovement = go.GetComponent <BulletMovement>(); if (null != gcMovement)
                {
                    gcMovement.InitBullet(vTraj, Types.s_fVEL_MineSpikeMovementVelocity, false);
                }
                fAngle += (2 * Mathf.PI) / m_iSpikeCount;
            }
        }


        // And die...
        Destroy(gameObject);
    }
Exemplo n.º 4
0
    // Because we can call to kill an object immediately, we've split it out from the collision function
    //
    public override void DoOnImpactFromPlayer(uint iDamage, bool bIsPlayerOption = false, bool bPlayerPhysicalCollision = false)
    {
        if (m_bUpdateLoop || bIsPlayerOption)
        {
            return;
        }

        GameInstance gi = GameInstance.Object;

        GAssert.Assert(null != gi, "Unable to get Game Instance!");

        m_iHitPointsRemaining = (int)MathUtil.Clamp(m_iHitPointsRemaining - (int)iDamage, 0, Types.s_iPLAYER_MaxDamage);
        if (m_iHitPointsRemaining <= 0)
        {
            // Turn off the sprite and collider (Bespoke to the heart)
            GetComponent <SpriteRenderer>().enabled    = false;
            GetComponent <PolygonCollider2D>().enabled = false;

            // Move particles closer to camera, so they appear over everything
            Vector3 vPos = transform.position;
            vPos.z = Types.s_fPOS_FrontLayerZ;

            // Spawn the effects
            if (m_bPixelShatter)
            {
                SpriteToParticleSystem.ExplodeSprite(transform.position, Types.s_fVEL_PixelShatterVelocity, m_goPixelShatterPrefab, m_gcSprite, m_iPixelShatterTTL);
            }
            if (m_bPlaySFXOnDeath)
            {
                GameInstance.Object.GetAudioManager().PlayAudioAtLocation(transform.position, m_iSFX_Explosion);
            }
            if (m_bSpawnExplosionEffect && null != m_goExplosionPrefab)
            {
                Instantiate(m_goExplosionPrefab, transform.position, Quaternion.identity);
            }


            // Add optionals
            AddScore gcScore = GetComponent <AddScore>(); if (null != gcScore)
            {
                gcScore.AddScoreToPlayer();
            }
            AddCameraShake gcShake = GetComponent <AddCameraShake>(); if (null != gcShake)
            {
                gcShake.AddShakeToCamera();
            }

            SpawnPrefab[] aPrefabSpawns = GetComponents <SpawnPrefab>();
            if (aPrefabSpawns.Length > 0)
            {
                for (int i = 0; i < aPrefabSpawns.Length; ++i)
                {
                    aPrefabSpawns[i].DoSpawnPrefab();
                }
            }

            m_bUpdateLoop = true;
            GameMode.BeginCompletionSequence();
        }

        // Didn't die? Play the impact ting audio...
        if (m_bPlaySFXOnHit)
        {
            gi.GetAudioManager().PlayAudioAtLocation(transform.position, m_iSFX_Impact);
        }
    }