private void Awake() { // Get collider sizes ColliderSize(); // Load prefab enemyMushroom = Resources.Load <EnemyMushroom>("MushObstacle"); // Simulating segment ID segmentNumber = SegmentInfo.AddSegment(); spriteRenderer = GetComponent <SpriteRenderer>(); // If it's a first segment in centipede - make it main(head) if (isFirst) { spriteRenderer.sprite = Resources.Load <Sprite>("EnemyHead2"); } else { spriteRenderer.sprite = Resources.Load <Sprite>("EnemyHead4"); } GetCameraSizes(); position = new Vector3(0, maxY - 1); direction = new Vector3(0.1f, 0); }
public override void ReceiveDamage() { Vector3 position = transform.position; EnemyMushroom newEnemyMushroom = Instantiate(enemyMushroom, position, enemyMushroom.transform.rotation); Player.score += (Player.wave * 5); Player.livingSegments--; base.ReceiveDamage(); }
// Random generating mushrooms private void GenerateMushrooms() { for (int i = (int)minX + 2; i < (int)maxX - 2; i++) { for (int j = (int)maxY - 10; j > (int)minY + 10; j--) { int chance = Random.Range(0, 100); Debug.Log(chance); if (chance >= 97) { EnemyMushroom newEnemyMushroom = Instantiate(enemyMushroom, new Vector3(i, j), enemyMushroom.transform.rotation); } } } Debug.Log((int)minY + " " + (int)maxY); }
private void OnTriggerEnter2D(Collider2D collider) { Unit unit = collider.GetComponent <Unit>(); if (unit is Player) { unit.ReceiveDamage(); } if (unit is EnemyMushroom) { EnemyMushroom EnterMush = new EnemyMushroom(); //EnterMush. Vector3 pos = transform.position; pos.x += 0.5f; pos.y += 0.5f; transform.position = pos; } }
public override void ReceiveDamage() { try { if (SegmentInfo.centipede[segmentNumber + 1] != null) { EnemyHead CurrentSegment = (EnemyHead)SegmentInfo.centipede[segmentNumber + 1]; CurrentSegment.spriteRenderer.sprite = Resources.Load <Sprite>("EnemyHead2"); } } catch (Exception exception) { Debug.Log(exception.ToString()); } Vector3 position = transform.position; EnemyMushroom newEnemyMushroom = Instantiate(enemyMushroom, position, enemyMushroom.transform.rotation); Player.score += (Player.wave * 5); Player.livingSegments--; base.ReceiveDamage(); }
private void Awake() { enemyMushroom = Resources.Load <EnemyMushroom>("MushObstacle"); spriteRenderer = GetComponent <SpriteRenderer>(); if (isFirst) { spriteRenderer.sprite = Resources.Load <Sprite>("EnemyHead2"); } else { spriteRenderer.sprite = Resources.Load <Sprite>("EnemyHead4"); } GetCameraSizes(); gridPosition = new Vector2Int(0, (int)maxY - 1); gridMoveTimerMax = 0.1f; gridMoveTimer = gridMoveTimerMax; gridMoveDirection = new Vector2Int(1, 0); }
private void Awake() { // Create class object for creating arraylist with Cintepede segments info SegmentInfo segInfo = new SegmentInfo(); // Timer for generating segments timerMax = 0.8f; timer = timerMax; spriteRender = GetComponent <SpriteRenderer>(); // Find length from center of player's ship to border boxCollider2D = GetComponent <BoxCollider2D>(); Vector3 pos = transform.position; leftradius = pos.x - boxCollider2D.bounds.min.x; upperradius = pos.y - boxCollider2D.bounds.min.y; // Loading prefabs enemyMushroom = Resources.Load <EnemyMushroom>("MushObstacle"); enemyHead = Resources.Load <EnemyHead>("EnemyHead"); bullet = Resources.Load <Bullet>("Bullet"); }
// Use this for initialization void Start() { em = GetComponentInParent <EnemyMushroom>(); EnemyDethEven += em.Deth; }