Пример #1
0
    void OnTriggerEnter(Collider collision)
    {
        if (MF_SPECIAL)           // MF_SPECIAL identifies pickups
        {
            if (collision.gameObject == player)
            {
                ItemInfo info = ItemData.Get(state.spriteName);
                DoomSound.PlaySoundAtPoint(wad, info.sound, transform.position);
                HUD.Message(Locale.Get(info.message));

                if (info.bonus == "RedKeyCard")
                {
                    GameSetup.main.playerInventory.redKeyCard = true;
                }
                if (info.bonus == "YellowKeyCard")
                {
                    GameSetup.main.playerInventory.yellowKeyCard = true;
                }
                if (info.bonus == "BlueKeyCard")
                {
                    GameSetup.main.playerInventory.blueKeyCard = true;
                }

                GameObject.Destroy(gameObject);
            }
        }
    }
Пример #2
0
    public void A_TroopAttack()
    {
        A_FaceTarget();

        if (CheckMeleeRange())
        {
            DoomSound.PlaySoundAtPoint(wad, "DSCLAW", transform.position);
            return;
        }

        // Spawn missile
    }
Пример #3
0
    void OnTriggerEnter(Collider collision)
    {
        if (mobj.data["flags"].Contains("MF_SPECIAL"))           // MF_SPECIAL identifies pickups
        {
            if (collision.gameObject.name == "Player")
            {
                ItemInfo info = ItemData.Get(state.spriteName);
                DoomSound.PlaySoundAtPoint(wad, info.sound, transform.position);
                HUD.Message(Locale.Get(info.message));

                GameObject.Destroy(gameObject);
            }
        }
    }
Пример #4
0
    // public void A_SPosAttack() {
    //  A_PosAttack();
    // }

    public void A_TroopAttack()
    {
        if (target == null)
        {
            return;
        }
        int damage;

        A_FaceTarget();

        if (CheckMeleeRange())
        {
            DoomSound.PlaySoundAtPoint(wad, "DSCLAW", transform.position);
            damage = (Random.Range(0, 256) % 8 + 1) * 3;
            // TODO: Damage target
            return;
        }

        // Spawn missile
        Vector3 targetPosition = targetTransform.position;

        // targetPosition.y += height * 0.75f;
        SpawnMissile(targetPosition, "MT_TROOPSHOT");
    }