public IEnumerator newObstacle() { GameObject obstacle = Instantiate(Resources.Load("Prefabs/Obstacle"), new Vector3(Random.Range(-screen.x, screen.x), screen.y, 0), Quaternion.identity) as GameObject; ActiveStats attr = obstacle.GetComponent <ActiveStats>(); attr.Life(root); attr.movement.speed = Random.Range(4, 12); attr.owner = StatsOwnerType.OBSTACLE; AImove aiMove = obstacle.GetComponent <AImove>(); aiMove.setBounds(screen.x, -screen.x, screen.y, 0); Transform obstacleScale = obstacle.transform; obstacleScale.localScale = obstacle.transform.localScale = new Vector3(Random.value + 0.3f, 1, 1); obstacle.transform.SetParent(transform); obstacles.Add(obstacle); yield return(new WaitForSeconds(1)); ai.Add(aiMove); obstacle.SetActive(true); }
void Start() { if (gameObject.GetComponent <ActiveStats>() != null) { activeStats = gameObject.GetComponent <ActiveStats>(); } Vector3 screen = Camera.main.ScreenToWorldPoint(new Vector3(Screen.width, Screen.height, 0)); xMin = (-screen.x) - (transform.localScale.x / 2.5f); xMax = screen.x + (transform.localScale.x / 2.5f); }
private void playerBuild(int healthPoints) { player = Instantiate(Resources.Load("Prefabs/Player"), Vector3.zero, Quaternion.identity) as GameObject; activeStats = player.GetComponent <ActiveStats>(); activeStats.Life(root); activeStats.health.maxHealth = healthPoints; activeStats.health.currentHealth = healthPoints; activeStats.movement.speed = 5f; activeStats.owner = StatsOwnerType.PLAYER; DebugUtil.verifyNotNull(root, "root in playerBuild()"); player.transform.SetParent(this.transform); }
void redrawObstacles() { foreach (GameObject obst in obstacles) { Destroy(obst); } for (int i = 0; i < obstacleAmount; i++) { obstacles[i] = Instantiate(Resources.Load("Prefabs/Obstacle"), new Vector3(Random.Range(-2.5f, 2.5f), ceiling, 0), Quaternion.identity) as GameObject; ActiveStats attr = obstacles[i].GetComponent <ActiveStats>(); attr.movement.speed = Random.Range(3, 10); } shouldRecount = false; }
void OnTriggerEnter(Collider other) { Debug.Log("DAMAGE!"); ActiveStats attr = other.gameObject.GetComponent <ActiveStats>(); Debug.Log(string.Format("attribute {0}", other.gameObject.name)); if (attr != null) { if (!attr.abilities.getShieldActive()) { attr.health.inflictDamage(damage); } } }
public Abilities(ActiveStats owner) { ownerStats = owner; }
public Movement(ActiveStats ownerStats) { this.ownerStats = ownerStats; }
public Health(ActiveStats ownerStats) { this.ownerStats = ownerStats; }