Пример #1
0
    /*
     * Remember to move the turret's transform to 0.
     *
     */

    private void Awake()
    {
        spellStats                    = GetComponent <SpellStats>();
        collider                      = GetComponent <CircleCollider2D>();
        collider.radius               = spellStats.GetRange();
        collider.enabled              = false;
        currentShotNumber             = 0;
        turretAutofireCurrentCooldown = 0.5f;
    }
    //private bool enableHeal = false;

    private void Awake()
    {
        spellStats = GetComponent <SpellStats>();
        collider2D = GetComponent <CircleCollider2D>();

        totalHealingAmount = spellStats.GetSpellDamage();
        healingTurretRange = spellStats.GetRange();
        GetComponent <CircleCollider2D>().radius = healingTurretRange;
        amountPerHeal = totalHealingAmount / (effectTime / timeBetweenHeals);
    }
Пример #3
0
 /*
  * Eventually make this a coroutine that waits for a response from the turret that it has finished it's death.
  *
  */
 public void BlowTurretsUpForDamage(Queue <GameObject> turrets)
 {
     while (turrets.Count != 0)
     {
         GameObject turret = turrets.Dequeue();
         Vector3    turretlocationRelativeToPlayer = turret.transform.localPosition;
         GameObject explosion = Instantiate(turretExplosions, turretlocationRelativeToPlayer, Quaternion.identity, transform);
         explosion.GetComponent <TurretExplosionDamageSender>().BlowUpTurrets(spellStats.GetSpellDamage(), spellStats.GetRange());
         Destroy(turret);
     }
 }
 private void Awake()
 {
     spellSpawnLocation = transform.position;
     spellStats         = GetComponent <SpellStats>();
     despawnRange       = spellStats.GetRange();
 }
    void OnTriggerEnter2D(Collider2D other)
    {
        if (other.tag == "Player")
        {
            return;
        }
        if (other.tag == "Enemy")
        {
            gameObject.GetComponent <SpriteRenderer>().enabled = false;
            Instantiate(enemyExplosion, other.transform.position, other.transform.rotation);

            GameObject mineExplosion = Instantiate(explosion, transform.position, transform.rotation, transform);
            mineExplosion.GetComponent <TurretExplosionDamageSender>().BlowUpTurrets(spellStats.GetSpellDamage(), spellStats.GetRange());
        }
    }