public void FireLaser() { if (spirit == null) { return; } animator.SetBool("Run Forward", false); if (NetworkManager.Instance.IsViewMine(photonView) == false) { return; } GameObject laser = NetworkManager.Instance.InstantiateGameObject(laserPrefab.name, transform.position + laserSpawnOffset, transform.rotation); Vector3 target = spirit.transform.position - laser.transform.position; Quaternion newRot = Quaternion.FromToRotation(laser.transform.up, target); laser.transform.rotation = newRot; LaserLogic laserLogic = laser.GetComponentInChildren <LaserLogic>(); laserLogic.SetCurrentBlock(blockCol); currentCoolDown = coolDown; }
public void ShootLaser() { if (CanShoot()) { FindObjectOfType <AudioManager>().Play("Disparo"); if (GameManager.instance.chosenColor == GameManager.Option.Red) { laserShot = Instantiate(prefabRed, gameObject.transform.position, gameObject.transform.rotation); } else if (GameManager.instance.chosenColor == GameManager.Option.Green) { laserShot = Instantiate(prefabGreen, gameObject.transform.position, gameObject.transform.rotation); } else if (GameManager.instance.chosenColor == GameManager.Option.Blue) { laserShot = Instantiate(prefabBlue, gameObject.transform.position, gameObject.transform.rotation); } laserShot.speed = laserSpeed; GameManager.instance.DecreaseColor(GameManager.instance.chosenColor); } else { FindObjectOfType <AudioManager>().Play("SinMunicion"); } }
public override void Initialize() { rb = GetComponent <Rigidbody2D>(); logic = GetComponent <LaserLogic>(); health = settings.maxHealth; cumRew = 0f; }
public void ShootLaser(Color laserColor) { FindObjectOfType <AudioManager> ().Play("PrismReflect"); laserShot = Instantiate(laserPrefab, gameObject.transform.position, gameObject.transform.rotation); laserShot.GetComponent <SpriteRenderer> ().color = laserColor; laserShot.speed = laserSpeed; }
// Use this for initialization void Start() { laserLogic = new LaserLogic(8.5f); matPared = matPisoE; playerNameText = GameObject.Find("/Canvas/PlayerName").GetComponent <Text>(); scoreText = GameObject.Find("/Canvas/Score").GetComponent <Text>(); livesText = GameObject.Find("/Canvas/Lives").GetComponent <Text>(); playerNameText.text = laserLogic.playerName = Scene.playerName; Debug.Log("NAME: " + laserLogic.playerName); Time.timeScale = 1; }
public void ShootLaser() { if (CanShoot()) { if (GameManager.instance.chosenColor == GameManager.Option.Red) { laserShot = Instantiate(prefabRed, gameObject.transform.position, gameObject.transform.rotation); } else if (GameManager.instance.chosenColor == GameManager.Option.Green) { laserShot = Instantiate(prefabGreen, gameObject.transform.position, gameObject.transform.rotation); } else if (GameManager.instance.chosenColor == GameManager.Option.Blue) { laserShot = Instantiate(prefabBlue, gameObject.transform.position, gameObject.transform.rotation); } laserShot.speed = laserSpeed; GameManager.instance.DecreaseColor(GameManager.instance.chosenColor); } }
static void UpdateObjects(LaserLogic logic) { int pos; Debug.Log(1); foreach (Cube cube in logic.CubesLeft) { long elapsedTime = (DateTime.Now.Ticks / TimeSpan.TicksPerMillisecond) - cube.TimeStamp; pos = (int)(logic.Speed * elapsedTime / 1000f); // actualiza la posición de un cubo cube.CubeObject.transform.position = new Vector3(0, 0, pos); //position the newly created quad accordingly } foreach (Cube cube in logic.CubesRight) { long elapsedTime = (DateTime.Now.Ticks / TimeSpan.TicksPerMillisecond) - cube.TimeStamp; pos = (int)(logic.Speed * elapsedTime / 1000f); // actualiza la posición de un cubo cube.CubeObject.transform.position = new Vector3(5, 0, pos); //position the newly created quad accordingly } }
// Use this for initialization void Start() { laserLogic = new LaserLogic(5.0f); }
public void ShootLaser(Color laserColor) { laserShot = Instantiate(laserPrefab, gameObject.transform); laserShot.GetComponent <SpriteRenderer> ().color = laserColor; laserShot.speed = laserSpeed; }