// Update is called once per frame
    void Update()
    {
        if (this.transform.position.y <= _killY)
        {
            Decharge decharge = GameObject.FindGameObjectWithTag("Decharge").GetComponent <Decharge>();
            decharge.addFragment(_quantite);

            Destroy(this.gameObject);
        }
    }
示例#2
0
    void Start()
    {
        _currentQuantiteFragment = 0;
        _speed = 100;
        _quantiteTransportableMax = ConstantesManager.TRUCK_QUANTITE_TRANSPADABLE_BASE;
        _enumDirection            = Enum_TruckDirection.decharge;
        _city     = GameObject.FindGameObjectWithTag("City").GetComponent <City> ();
        _decharge = GameObject.FindGameObjectWithTag("Decharge").GetComponent <Decharge> ();
        Vector3 pos = this.transform.localPosition;

        pos.y = -35;
        this.transform.localPosition = pos;
    }
示例#3
0
    void Start()
    {
        _score           = 0;
        _nbVague         = 1;
        _enumStatePlayer = Enum_StatePlayer.Playing;

        _city = ((GameObject)Instantiate(_cityPrefab, this.transform.position, Quaternion.identity)).GetComponent <City>();
        _city.transform.parent = this.transform;

        _city.transform.localPosition = ConstantesManager.CITY_LOCAL_POSITION;

        GameObject dech = GameObject.FindGameObjectWithTag("Decharge");

        _decharge = dech.GetComponent <Decharge>();
    }