// Use this for initialization void Start() { //trail = new GameObject[maxTrail]; Vector3 _pos = transform.position; GameObject _s = Instantiate(stars, _pos, transform.rotation); _s.GetComponent <FollowPlayerJumping>().player = gameObject; _pos.y += 9; _s = Instantiate(stars, _pos, transform.rotation); _s.GetComponent <FollowPlayerJumping>().player = gameObject; energy = GetComponent <Energy>(); shield = GetComponent <Shield>(); mm = GetComponent <ManagedMob>(); for (int _count = 0; _count < Targetting.playerLeadTime; _count++) { if (showTargettingSolution) { trail[_count] = Instantiate(trailObject, transform.position, transform.rotation); } } gameScript = GameObject.FindGameObjectWithTag("GameController").GetComponent <Game>(); currentShip = Instantiate(shipRenderer[(GGS.levelNumber - 1) % 8], transform); spriteRenderer = currentShip.GetComponent <SpriteRenderer>(); xBar = GameObject.Find("XBarParent"); yBar = GameObject.Find("YBar"); }
public void OnTriggerEnter2D(Collider2D collision) { if (destroyed) { return; } GameObject _other = collision.gameObject; string _otherTag = _other.tag; if (_otherTag == "EnemyShip") { enemyExplodeSound.Play(); // add the score manually, as the energy code only does it on 'natural' object destruction; GGS.AddScore(2); // ship collision with shields off is a bad thing. energy.DoDamage(150, 0, true); GameObject _explo = Instantiate(enemyExplosion, _other.transform.position, _other.transform.rotation); Rigidbody2D _explorb = _explo.GetComponent <Rigidbody2D>(); ManagedMob _enemyManager = _other.GetComponent <ManagedMob>(); _explorb.velocity = _enemyManager.velocity(); Destroy(_other); } if (_otherTag == "EnemyBullet") { hitSound.Play(); energy.DoDamage(_other.GetComponent <bullet>().payloadEnergy, 0, true); Instantiate(bulletDeath, _other.transform.position, _other.transform.rotation); Destroy(_other); } }
// Use this for initialization void Start() { energy = initialEnergy; shield = GetComponent <Shield>(); parentMM = GetComponent <ManagedMob>(); gameScript = GameObject.FindGameObjectWithTag("GameController").GetComponent <Game>(); enemyExplosionSound = GameObject.Find("EnemyExplodeSound").GetComponent <AudioSource>(); }
// Use this for initialization void Start() { player = GameObject.FindGameObjectWithTag("PlayerShip"); pc = player.GetComponent <PlayerControl>(); playerMob = player.GetComponent <ManagedMob>(); myMM = GetComponent <ManagedMob>(); ec = GetComponent <EnemyController>(); for (int _count = 0; _count < playerLeadTime; _count++) { //trail[_count] = Instantiate(trailObject, transform.position, transform.rotation); } }
// Use this for initialization void Start() { _e = GetComponent <Energy>(); _rb = GetComponent <Rigidbody2D>(); _v = GetComponent <Visibility>(); _t = GetComponent <Targetting>(); gameScript = GameObject.FindGameObjectWithTag("GameController").GetComponent <Game>(); playerMM = gameScript.player.GetComponent <ManagedMob>(); playerControl = gameScript.player.GetComponent <PlayerControl>(); // Shotgun or rifle? _t.accuracy = Random.Range(0.6f, 2); // Gung-ho with his bullets? fireRate = Random.Range(0.05f, 1); // Once he's tracking us, how close will he get? tooClose = Random.Range(3.0f, 4.0f); // a chutzpah <=0 means the captain will happily sit right in the player's firing line chutzpah = Random.Range(-10, 10); rendererTransform = transform.Find("Renderer"); MM = GetComponent <ManagedMob>(); crosshair = Instantiate(crosshairObject, transform.position, transform.rotation); cloak = GetComponent <Cloak>(); ChooseNewDestination(); enemyShootSound = GameObject.Find("EnemyShootSound").GetComponent <AudioSource>(); enemyBounceSound = GameObject.Find("EnemyBumpSound").GetComponent <AudioSource>(); enemyHitSound = GameObject.Find("EnemyHurtSound").GetComponent <AudioSource>(); if (Random.Range(0, 100) < bigBulletChance) { bigBullets = true; } }