void OnTriggerEnter(Collider collider) { if (!_attacking) { if (collider.gameObject.tag == "Girl") { CharGirl girl = collider.GetComponent <CharGirl>(); if (girl != null) { if (girl.mobile) { if (ui_fade.IsHidden()) { switch (UnityEngine.Random.Range(0, 3)) { case 0: ui_fade.header_text = "YOU'VE BEEN\nGLOMPED!"; break; case 1: ui_fade.header_text = "EWW!\nKOOTIES!"; break; case 2: ui_fade.header_text = "NO-SCOPED\nBY CUPID!"; break; } ui_fade.show_btn_resume = false; ui_fade.show_btn_next = false; ui_fade.show_btn_retry = true; ui_fade.show_btn_main_menu = true; ui_fade.Load(); ManagerMusic.PlayGameOverMusic(); } } } } } }
public void PunchContact(List <Collider> lst_colliders) { if (_attacking && !_springing_back) { foreach (Collider collider in lst_colliders) { if (collider.gameObject.tag == "Girl") { CharGirl girl = collider.GetComponent <CharGirl>(); if (girl != null) { if (girl.mobile) { girl.Hit(); HitAllGirlsWithinBurst(); _springing_back = true; _animator.SetBool("spring_back", true); return; } } } else if (collider.gameObject.tag == "Wall") { _springing_back = true; _animator.SetBool("spring_back", true); } } } // Debug.Log("Punched '"+collider.name+"'"); }
private void SpawnPrefabLogic(CharGirl prefab, SpawnSettings settings, List <Spawn> lst_spawns) { if (settings.spawn_count > 0) { settings.time_since_spawn += Time.deltaTime; if (settings.time_since_spawn >= settings.delay) { // Reset the delay to next spawning. settings.time_since_spawn = 0.0f; settings.delay = settings.interval; // Decrement the spawn count. int count = Mathf.Min(settings.spawn_count, settings.cluster_size); settings.spawn_count -= count; // Loop until we've spawned this cluster. for (int index_spawn = 0; index_spawn < count; ++index_spawn) { Spawn spawn = lst_spawns[UnityEngine.Random.Range(0, lst_spawns.Count)]; Vector3 spawn_pos = new Vector3 ( UnityEngine.Random.Range(spawn.bounds.min.x, spawn.bounds.max.x), 0.0f, UnityEngine.Random.Range(spawn.bounds.min.z, spawn.bounds.max.z) ); CharGirl girl = Instantiate(prefab); girl.transform.SetParent(transform); girl.transform.position = spawn_pos; girl.transform.rotation = Quaternion.LookRotation(-spawn_pos, Vector3.up); } } } }