public void burnEnemy(EnemyObject_Abstract enemyToBurn_class, Transform enemyToBurn_transform) { burningEnemy_class = enemyToBurn_class; burningEnemy_transform = enemyToBurn_transform; burnTimer_current = burnTimer_max; anEnemyIsBurning = true; }
private void expandArray() { EnemyObject_Abstract[] newArray_class = new EnemyObject_Abstract[enemyArray_class.Length + 4]; for (int index = 0; index < firstOpenSlotInArray; index++) { newArray_class[index] = enemyArray_class[index]; } enemyArray_class = newArray_class; }
private void expandArray() { GameObject[] newArray_object = new GameObject[enemyArray_object.Length * 2]; EnemyObject_Abstract[] newArray_class = new EnemyObject_Abstract[enemyArray_object.Length * 2]; for (int index = 0; index < firstOpenSlotInArray; index++) { newArray_object[index] = enemyArray_object[index]; newArray_class[index] = enemyArray_class[index]; } enemyArray_object = newArray_object; enemyArray_class = newArray_class; }
public void addEnemyToExplosionArray(EnemyObject_Abstract enemyToDamage, Vector3 enemyCenter, Vector3 explosionCenter) { // add hte enemy to the array, and possibly expand the array if needed. if (firstOpenSlotInArray >= enemyArray_class.Length) { expandArray(); } enemyArray_class[firstOpenSlotInArray] = enemyToDamage; enemyArray_class[firstOpenSlotInArray].setKnockbackVector(enemyCenter - explosionCenter, cannonData.getKnockback_StartingAmount()); firstOpenSlotInArray++; // Play a bonk animation, cannonBonkManager.placeNewBonk(enemyCenter, cannonData.getBonkSize(), true); }
public void advanceBurningProcess() { if (anEnemyIsBurning && burnTimer_current > 0) { burnTimer_current--; if (burnTimer_current == 0) { if (burningEnemy_class.getShouldBeRemoved()) { burningEnemy_class = null; burningEnemy_transform = null; anEnemyIsBurning = false; return; } // burn the enemy burningEnemy_class.cannonballHitsEnemy(burnDamage); cannonBonkManager.placeNewBonk_specificTint(burningEnemy_transform.position, color_bonkTint, burnBonkScale); burnTimer_current = burnTimer_max; } } }