void CombatController() { if (Vector3.Distance(transform.position, target.transform.position) <= 10f) { int damage = Random.Range(minDamage, maxDamage); if (target.tag == "Asset") { DestructableAsset DA = target.GetComponent <DestructableAsset>(); DA.health -= damage; GameObject GO = (GameObject)Instantiate(popUpText, new Vector3(target.transform.position.x, target.transform.position.y + 5, target.transform.position.z), Quaternion.identity); TextMesh TM = GO.GetComponentInChildren <TextMesh>(); TM.text = damage.ToString(); TM.color = Color.red; } else if (target.tag == "Enemy") { Enemy ES = target.GetComponent <Enemy>(); ES.health -= damage; GameObject GO = (GameObject)Instantiate(popUpText, new Vector3(target.transform.position.x, target.transform.position.y + 5, target.transform.position.z), Quaternion.identity); TextMesh TM = GO.GetComponentInChildren <TextMesh>(); TM.text = damage.ToString(); TM.color = Color.red; } } }
//Place assets throughout the world void CreateAssets() { for (int x = 0; x < mapWidth; x++) { for (int y = 0; y < mapHeight; y++) { assetPresent[x, y] = false; if (map[x, y].type == 0) { int chance = Random.Range(0, 101); if (chance < percentAreAssets) { GameObject randomAsset = (GameObject)Instantiate(assets[Random.Range(0, assets.Count())], new Vector3(x * 5, 0, y * 5), Quaternion.identity); randomAsset.transform.parent = this.transform; randomAsset.transform.Rotate(new Vector3(0, Random.Range(0, 360), 0)); DestructableAsset DA = randomAsset.GetComponent <DestructableAsset>(); DA.x = x; DA.y = y; DA.map = this; DA.player = player; assetPresent[x, y] = true; } } } } }