private void OnTriggerEnter(Collider other) { if (other.gameObject.tag != "Trigger" && other.gameObject.tag != "Player" && other.gameObject.tag != "ShooterBullet") { switch (other.gameObject.tag) { case "Shooter": Shooter hitShooter = other.GetComponentInParent <Shooter>(); hitShooter.SubHealth(); break; case "Brawler": Brawler hitBrawler = other.GetComponentInParent <Brawler>(); hitBrawler.SubHealth(); break; case "Ghost": Ghost hitGhost = other.GetComponentInParent <Ghost>(); hitGhost.SubHealth(); break; case "BrawlerGenerator": BrawlerGenerator hitBrawlerGenerator = other.GetComponentInParent <BrawlerGenerator>(); hitBrawlerGenerator.SubHealth(); break; case "GhostGenerator": GhostGenerator hitGhostGenerator = other.GetComponentInParent <GhostGenerator>(); hitGhostGenerator.SubHealth(); break; case "ShooterGenerator": ShooterGenerator hitShooterGenerator = other.GetComponentInParent <ShooterGenerator>(); hitShooterGenerator.SubHealth(); break; default: break; } Destroy(this.gameObject); Debug.Log(other.gameObject.name); } }
private void PlaceEnemyGenerator() { int MaxCols = NumCellsX; int MaxRows = NumCellsZ; int GenColumn = Random.Range(0, NumCellsX); int GenRow = Random.Range(0, NumCellsZ); List <Cell> generatorCells = new List <Cell>(); Cell checkCell = GetCellAt(GenColumn, GenRow); for (int i = 0; i < numShooterGenerators; i++) { while ((GenColumn < MinGenDistFromPlayer && GenRow < MinGenDistFromPlayer) || generatorCells.Contains(checkCell)) { GenColumn = Random.Range(0, NumCellsX); GenColumn = Random.Range(0, NumCellsZ); checkCell = GetCellAt(GenColumn, GenRow); } Cell GeneratorCell = GetCellAt(GenColumn, GenRow); generatorCells.Add(GeneratorCell); GameObject generatorObj = Instantiate(shooterGeneratorPrefab); generatorObj.transform.position = GeneratorCell.transform.position; ShooterGenerator generator = generatorObj.GetComponent <ShooterGenerator>(); generator.Init(GeneratorCell); GenColumn = Random.Range(0, NumCellsX); GenColumn = Random.Range(0, NumCellsZ); checkCell = GetCellAt(GenColumn, GenRow); } for (int i = 0; i < numBrawlerGenerators; i++) { while ((GenColumn < MinGenDistFromPlayer && GenRow < MinGenDistFromPlayer) || generatorCells.Contains(checkCell)) { GenColumn = Random.Range(0, NumCellsX); GenColumn = Random.Range(0, NumCellsZ); checkCell = GetCellAt(GenColumn, GenRow); } Cell GeneratorCell = GetCellAt(GenColumn, GenRow); generatorCells.Add(GeneratorCell); GameObject generatorObj = Instantiate(brawlerGeneratorPrefab); generatorObj.transform.position = GeneratorCell.transform.position; BrawlerGenerator generator = generatorObj.GetComponent <BrawlerGenerator>(); generator.Init(GeneratorCell); GenColumn = Random.Range(0, NumCellsX); GenColumn = Random.Range(0, NumCellsZ); checkCell = GetCellAt(GenColumn, GenRow); } for (int i = 0; i < numGhostGenerators; i++) { while ((GenColumn < MinGenDistFromPlayer && GenRow < MinGenDistFromPlayer) || generatorCells.Contains(checkCell)) { GenColumn = Random.Range(0, NumCellsX); GenColumn = Random.Range(0, NumCellsZ); checkCell = GetCellAt(GenColumn, GenRow); } Cell GeneratorCell = GetCellAt(GenColumn, GenRow); generatorCells.Add(GeneratorCell); GameObject generatorObj = Instantiate(ghostGeneratorPrefab); generatorObj.transform.position = GeneratorCell.transform.position; GhostGenerator generator = generatorObj.GetComponent <GhostGenerator>(); generator.Init(GeneratorCell); } }
public void SetGenerator(BrawlerGenerator Generator) { myGenerator = Generator; }