// Use this for initialization
 void Start()
 {
     movable = GetComponentInParent <Movable>();
     last_firing_timepoint = Time.time;
     body         = GetComponentInChildren <ColoredBody>().gameObject;
     life_control = GetComponent <LifeControl>();
 }
Exemplo n.º 2
0
        private void on_one_enemy_destroyed(LifeControl enemy_life)
        {
            --enemies_left_count;
            if (enemies_left_count < 0)
            {
                Debug.LogError("Enemy tracking logic in Wave failed");
                enemies_left_count = 0;
            }

            check_end_of_wave();
        }
        private void OnEnemyKilled(LifeControl life)
        {
            var time_bonus   = TimeBonus.GetBonusForTime(life.ScreenTime);
            var enemy_score  = life.score_points_on_destroyed <= 0 ? life.TotalHitPoints : life.score_points_on_destroyed;
            var kill_points  = time_bonus.points_amount + enemy_score;
            var total_points = kill_points * ScoreMultiplier;
            var screenPoint  = life.gameObject.transform.position;

            UI_Scoring.DisplayEnemyPoint(screenPoint, enemy_score, time_bonus.name);
            score += total_points;
            UpdateDisplay();
        }