Пример #1
0
//	IEnumerator Shoot() {
//		if (!dead) {
//			yield return new WaitForSeconds (Random.Range (1f, 4f));
//			Instantiate (enemyBullet, transform.position+transform.right*spd, Quaternion.Euler (0, 0, Geo.ToAng (player.position - transform.position)));
//			StartCoroutine (Shoot ());
//		}
//	}
    void OnShot()
    {
        health--;
        //GetComponent<Collider2D> ().enabled=false;

        //splat.Play ();


        if (health <= 0)
        {
            dead = true;
            GameManager.me.killCount += 1;

            if (GameManager.me.comboIsActive == false)
            {
                GameManager.me.playerScore += deathScore;
                textMesh.text = "+" + deathScore + "!";
            }
            else
            {
                GameManager.me.playerScore += deathScore * 2;
                textMesh.text = "+" + deathScore * 2 + "!";
            }
            GameManager.me.ResetComboTimer();
            cam.shakeCamera(.3f, .5f);
            Instantiate(enemyDeath, transform.position, Quaternion.identity);
            Instantiate(deathText, new Vector2(transform.position.x, transform.position.y + 3), Quaternion.identity);
            Flasher.me.ScoreUp();
            soundScript.me.Play(powerDown2);
        }
    }
Пример #2
0
//	IEnumerator Shoot() {
//		if (!dead) {
//			yield return new WaitForSeconds (Random.Range (1f, 4f));
//			Instantiate (enemyBullet, transform.position+transform.right*spd, Quaternion.Euler (0, 0, Geo.ToAng (player.position - transform.position)));
//			StartCoroutine (Shoot ());
//		}
//	}
    void OnShot()
    {
        health--;
        //GetComponent<Collider2D> ().enabled=false;

        //splat.Play ();


        if (health <= 0)
        {
            dead = true;
            GameManager.me.killCount += 1;

            if (GameManager.me.comboIsActive == false)
            {
                GameManager.me.playerScore += deathScore;
                textMesh.text = "+" + deathScore + "!";
            }
            else
            {
                GameManager.me.playerScore += deathScore * 2;
                textMesh.text = "+" + deathScore * 2 + "!";
            }
            GameManager.me.ResetComboTimer();
//			int numberSelect = Random.Range (0, 2);
//			Instantiate (randomEnemy [numberSelect], (Vector2)transform.position+new Vector2 (3,0), Quaternion.identity);
//			print (randomEnemy[numberSelect].transform.position);

            Instantiate(deathEffect, transform.position, Quaternion.identity);
            Instantiate(deathText, new Vector2(transform.position.x, transform.position.y + 3), Quaternion.identity);

            cam.shakeCamera(.25f, .25f);
            Flasher.me.ScoreUp();
        }
    }
Пример #3
0
    void Update()
    {
        timeAlive += 1 * Time.deltaTime;
        print("this is the timealive" + timeAlive);

        bulletCount = GameObject.FindGameObjectsWithTag("bullet").Length;
        //print ("is dashing" + isDashing);
        if (bulletCount == 1)
        {
            bulletPos = bigBulletBOI.transform.position;
        }
        if (Input.GetMouseButtonDown(0))
        {
            cam.shakeCamera(.1f, .1f);


            if (bulletCount == 0)
            {
                bulletCount++;
                bigBulletBOI = Instantiate(bullet, transform.position + ((cursor.position - transform.position).normalized * 2f), Quaternion.Euler(0, 0, Geo.ToAng(cursor.position - transform.position)));
                bulletPos    = bigBulletBOI.transform.position;
                sounds.Play(shot, .75f);
            }
        }

        //print (bulletPos);
        if (Input.GetMouseButtonDown(1) && bulletCount == 1)
        {
            bulletCount = 0;
            cam.shakeCamera(.3f, .3f);
            sounds.Play(pullBack, .75f);
        }

        dir = (bulletPos - (Vector2)transform.position).normalized;

        if (Input.GetKeyDown(KeyCode.Space) && isDashing == false && bulletCount > 0)
        {
            isDashing = true;
            soundScript.me.Play(dashSound);
            Instantiate(dashEffect, transform.position, Quaternion.identity);
        }
        if (Vector2.Distance(bulletPos, transform.position) == 0 && isDashing == true)
        {
            isDashing = false;
        }
    }