void Update() { // 2 - Check if the enemy has spawned. if (hasSpawn == false) { if (rendererComponent.IsVisibleFrom(Camera.main)) { Spawn(); } } else { if (!FreezeTimeScript.GetFrozen()) { // Auto-fire foreach (WeaponScript weapon in weapons) { if (weapon != null && weapon.enabled && weapon.CanAttack) { weapon.Attack(true); SoundEffectsHelper.Instance.MakeEnemyShotSound(); } } } // 4 - Out of the camera ? Destroy the game object. if (rendererComponent.IsVisibleFrom(Camera.main) == false) { Destroy(gameObject); } } }
// Update is called once per frame void Update() { if (SpawnerScript.GetSingleton().GetGameOver()) { if (ownLaser != null) { Destroy(ownLaser); } Destroy(gameObject); return; } if (!FreezeTimeScript.GetFrozen()) { if (life == 100) { ownLaser = Instantiate(laser, gameObject.transform.position + new Vector3(-15, 0, 0), Quaternion.identity) as GameObject; life--; } else if (life < 0) { Destroy(gameObject); } else { life--; } } }
void Update() { // 3 - Retrieve axis information float inputX = Input.GetAxis("Horizontal"); float inputY = Input.GetAxis("Vertical"); // 4 - Movement per direction movement = new Vector2( speed.x * inputX, speed.y * inputY); // 5 - Shooting bool shoot = Input.GetKeyDown("space"); // Careful: For Mac users, ctrl + arrow is a bad idea if (shoot) { WeaponScript weapon = GetComponent <WeaponScript>(); if (weapon != null) { // false because the player is not an enemy weapon.Attack(false); SoundEffectsHelper.Instance.MakePlayerShotSound(); } } if (Input.GetKeyDown(KeyCode.F)) { FreezeTimeScript.FreezeTime(); } // 6 - Make sure we are not outside the camera bounds var dist = (transform.position - Camera.main.transform.position).z; var leftBorder = Camera.main.ViewportToWorldPoint( new Vector3(0, 0, dist) ).x; var rightBorder = Camera.main.ViewportToWorldPoint( new Vector3(1, 0, dist) ).x; var topBorder = Camera.main.ViewportToWorldPoint( new Vector3(0, 0, dist) ).y; var bottomBorder = Camera.main.ViewportToWorldPoint( new Vector3(0, 1, dist) ).y; transform.position = new Vector3( Mathf.Clamp(transform.position.x, leftBorder, rightBorder), Mathf.Clamp(transform.position.y, topBorder, bottomBorder), transform.position.z ); }
void Awake() { Application.targetFrameRate = 50; frozen = false; // Disable them initial = gameObject; instance = this; freezeTime = 500; HideAll(); }
void Update() { if (life < 0) { Destroy(gameObject); } if (!FreezeTimeScript.GetFrozen()) { life--; } }
void Update() { if (FreezeTimeScript.GetFrozen() && !shouldMove) { // 2 - Movement movement = new Vector2(0, 0); } else { // 2 - Movement movement = new Vector2( speed.x * direction.x, speed.y * direction.y); } }
// Use this for initialization void Start() { m_TimeLeft.text = FreezeTimeScript.GetTimeLeft() + ""; }
// Update is called once per frame void Update() { m_TimeLeft.text = FreezeTimeScript.GetTimeLeft() + ""; }