void SpawnFloor() { while (StartPoint <= 11f) { Vector3 pos = new Vector3(StartPoint, -4.6f, -0.5f); FloeDestroy FloorPart = Instantiate(floe, pos, transform.rotation) as FloeDestroy; FloorPart.gameObject.SetActive(true); StartPoint++; } }
private void OnTriggerEnter(Collider other) { if (other.tag == "wall" || other.tag == "container" || other.tag == "icicle") { hitSound.pitch = 0.1f * 1.05946f * Random.Range(8, 15); //0.8-1.5 as normal, 0.5-0.8 as big, need more modification hitSound.Play(); //GameObject newSparks = Instantiate(sparks[0], transform.position, transform.rotation) as GameObject; CameraShaker.Instance.ShakeOnce(1f, 4f, 0f, 0.8f); if (other.tag == "wall" || other.tag == "container") { FloeDestroy newStaticIcicle = Instantiate(staticIcicle, transform.position + new Vector3(0, 0, 0.5f), transform.rotation) as FloeDestroy; newStaticIcicle.gameObject.SetActive(true); Destroy(gameObject); //Destroy(newSparks, 0.5f); } } else if (other.tag == "Player") { GameObject newExplosion = Instantiate(explosion[0], other.transform.position, transform.rotation) as GameObject; GameObject newDelay = Instantiate(delay[0], transform.position, transform.rotation) as GameObject; newDelay.SetActive(true); if (isFrozen) { other.transform.parent.SendMessage("Buff_Time", Time.time); } expSound.pitch = Random.Range(0.7f, 1.5f); expSound.Play(); CameraShaker.Instance.ShakeOnce(3f, 20f, 0f, 0.5f); Destroy(gameObject); Destroy(newExplosion, 2.0f); Destroy(newDelay, 2.0f); if (!damagded) { other.transform.parent.SendMessage("SetLife", -1); damagded = !damagded; } } else if (other.tag == "Bullet") { hitSound.pitch = 0.1f * 1.05946f * Random.Range(8, 15); hitSound.Play(); iceSplatter = GameObject.Find("FX_IceSplatter"); GameObject newSplatters = Instantiate(iceSplatter, transform.position, new Quaternion()) as GameObject; ParticleSystem SplattersParticle = newSplatters.GetComponent <ParticleSystem>(); var main = SplattersParticle.main; main.startSize = 0.5f; main.startSpeed = 5f; Destroy(newSplatters, 1.5f); Destroy(gameObject); Destroy(other.gameObject); } }