Пример #1
0
    void Start()
    {
        pantalla = GameObject.Find("pantalla").GetComponent <Canvas>();
        qText    = GameObject.Find("Question").GetComponent <Text>();
        anim     = GetComponent <Animator>();
        instance = this;

        JPduration = jpd;

        pantalla.enabled = false;
        preguntas        = new List <string>();
        respuestas       = new List <bool>();
        processTextFile();

        isAsking = false;

        type = Random.Range(0, 10);

        if (type > 5)
        {
            anim.SetBool("Life", true);
        }
        else
        {
            anim.SetBool("JetPack", true);
        }
    }
Пример #2
0
     }//static public WeaponDefinition GetWeaponDefinition


     public void ShipDestroyed(Enemy e)
     {
          //Potentially generate a PowerUp
          if (Random.value <= e.powerUpDropChance)
          {
               //Random.value generates a value between 0 & 1, though never == 1

               //If the e.powerUpDropChance is 0.50f, a PowerUp will be generated 50% of the time
               //For testing, its now set to 1f.

               //Choose which PowerUp to pick.
               //Pick one from the posibilities in powerUpFrequency
               int ndx = Random.Range(0, powerUpFrequency.Length);
               WeaponType puType = powerUpFrequency[ndx];

               //Spawn a PowerUp
               GameObject go = Instantiate(prefabPowerUp) as GameObject;
               Power_Up pu = go.GetComponent<Power_Up>();

               //Set it to the proper WeaponType
               pu.SetType(puType);

               //Set it to the position of the destroyed ship
               pu.transform.position = e.transform.position;

          }//if

     }//public void ShipDestroyed
Пример #3
0
 void OnTriggerEnter2D(Collider2D other)
 {
     if (other.gameObject.CompareTag("Player"))
     {
         instance = this;
         LoadQuestion();
     }
 }
Пример #4
0
     }//public float shieldLevel


     /*************************************************************************************************
     *** Methods
     *************************************************************************************************/
     public void AbsorbPowerUp(GameObject go)
     {
          Power_Up pu = go.GetComponent<Power_Up>();

          switch (pu.type)
          {
               case WeaponType.shield:
                    shieldLevel++;
                    break;

               default: //If its any Weapon PowerUp
                    //Check the current weapon type
                    if (pu.type == weapons[0].type)
                    {
                         //Then increase the number of weapons of this type
                         Weapon w = GetEmptyWeaponSlot();   //Find an available weapon

                         if (w != null)
                              //Set it to pu.type
                              w.SetType(pu.type);

                    }
                    else
                    {
                         //If this is a different weapon
                         ClearWeapons();
                         weapons[0].SetType(pu.type);

                    }//if else

                    break;

          }//switch

          pu.AbsorbedBy(gameObject);

     }//public void AbsorbPowerUp