private void Shoot(BasicColors color) { timeSinceLastShot = Time.time; float x = gunX; bool left = !playerMovement.GetFacing(); if (left) { x = -gunX; } playerSounds.playShoot(); Transform bull = Object.Instantiate(bullet, new Vector3(transform.position.x + x, transform.position.y + gunHeight, -1), new Quaternion()).transform; bull.GetComponent <Bullet> ().Initialize(color, regularDamage, left); }
public void Initialize(BasicColors color, int damage, bool left) { this.color = color; this.damage = damage; SetColor(); if (left) { direction = -Vector3.right; } else { direction = Vector3.right; } GetComponent <Rigidbody2D> ().velocity = new Vector2(); }
public void Initialize(int lifePoints, bool combined) { filling = GetComponent <EnemySpriteManager> ().filling; border = GetComponent <EnemySpriteManager> ().border; maxHealth = lifePoints; switch (Random.Range(0, 3)) { case 0: if (!combined) { color = BasicColors.AMARILLO; } else { color = BasicColors.NARANJA; } break; case 1: if (!combined) { color = BasicColors.ROJO; } else { color = BasicColors.VERDE; } break; case 2: if (!combined) { color = BasicColors.AZUL; } else { color = BasicColors.MORADO; } break; } SetHealth(); SetColor(); }
public bool Hit(/*Bullet bullet*/ BasicColors bulletColor, int bulletDamage) { bool hit = false; //BasicColors bulletColor = bullet.getBulletColor (); //int bulletDamage = bullet.getDamage (); switch (color) { case BasicColors.AMARILLO: if (bulletColor == BasicColors.AMARILLO) { Y -= bulletDamage; alpha = Mathf.Lerp(maxTransparency, 1f, (float)Y / maxHealth); hit = true; } break; case BasicColors.ROJO: if (bulletColor == BasicColors.ROJO) { R -= bulletDamage; alpha = Mathf.Lerp(maxTransparency, 1f, (float)R / maxHealth); hit = true; } break; case BasicColors.AZUL: if (bulletColor == BasicColors.AZUL) { B -= bulletDamage; alpha = Mathf.Lerp(maxTransparency, 1f, (float)B / maxHealth); hit = true; } break; case BasicColors.NARANJA: if (bulletColor == BasicColors.AMARILLO && Y > 0) { Y -= bulletDamage; if (Y <= 0) { color = BasicColors.ROJO; } hit = true; } else if (bulletColor == BasicColors.ROJO && R > 0) { R -= bulletDamage; if (R <= 0) { color = BasicColors.AMARILLO; } hit = true; } if (hit) { alpha = Mathf.Lerp(maxTransparency, 1f, (float)Mathf.Max(Y, R) / maxHealth); } break; case BasicColors.MORADO: if (bulletColor == BasicColors.ROJO && R > 0) { R -= bulletDamage; if (R <= 0) { color = BasicColors.AZUL; } hit = true; } else if (bulletColor == BasicColors.AZUL && B > 0) { B -= bulletDamage; if (B <= 0) { color = BasicColors.ROJO; } hit = true; } if (hit) { alpha = Mathf.Lerp(maxTransparency, 1f, (float)Mathf.Max(R, B) / maxHealth); } break; case BasicColors.VERDE: if (bulletColor == BasicColors.AMARILLO && Y > 0) { Y -= bulletDamage; if (Y <= 0) { color = BasicColors.AZUL; } hit = true; } else if (bulletColor == BasicColors.AZUL && B > 0) { B -= bulletDamage; if (B <= 0) { color = BasicColors.AMARILLO; } hit = true; } if (hit) { alpha = Mathf.Lerp(maxTransparency, 1f, (float)Mathf.Max(Y, B) / maxHealth); } break; case BasicColors.NEGRO: // TODO break; } if (hit) { SetColor(); } if (Y <= 0 && R <= 0 && B <= 0) { Die(); } return(hit); }
public void Change_Lights_To_Maroon() { var maroon = BasicColors.GetCustomColor(128, 0, 0); _lightController.ChangeLights(maroon); }