private void OnCollisionEnter2D(Collision2D collision) { //Debug.Log("Colliding with object " + collision.collider.gameObject.name + "..."); if (collision.collider.gameObject.tag == "Missile") { //int damageSustained = Mathf.FloorToInt(collision.collider.gameObject.GetComponent<MissileTrajectory>().DamageValue); float damageSustained = collision.collider.gameObject.GetComponent <MissileTrajectory>().DamageValue; Destroy(collision.collider.gameObject); //Debug.Log("The wall is taking damage!"); if (WallHP > 0) { WallHP -= damageSustained; if (WallHP <= 0) { MissileSpawner spawner = FindObjectOfType <MissileSpawner>(); Debug.Log("The wall has been destroyed!"); int finalTime = spawner.GameTime; spawner.MissilesEnabled = false; Debug.Log("Final GameTime: " + finalTime); } } } }
void Start() { enemyMissaileControl = GameObject.Find("missileSpawnArea").GetComponent <MissileSpawner> (); HeroGO = GameObject.Find("Hero"); weaponControl = HeroGO.GetComponentInChildren <Weapon>(); fpControl = HeroGO.GetComponentInChildren <FirstPersonController>(); moveControl = HeroGO.GetComponent <CharacterController> (); sw = new Stopwatch(); sw.Start(); guideText.text = "'게임명' 에 온 것을 환영함."; InvokeRepeating("StepProcess", termBetweenNextMessage, termBetweenNextMessage + 0.1f); }
// Start is called before the first frame update void Awake() { if (MissileSpawner.Instance != null) { Destroy(gameObject); return; } else { Instance = this; } }
private void CreateSpawner(int index) { Transform spawnerPosition = new GameObject("Missile Spawner - Position").transform; spawnerPosition.SetParent(player, false); spawnerPosition.localRotation = Quaternion.Euler(0f, 0f, index * 360f / amountOfSpawners); MissileSpawner spawner = Instantiate<MissileSpawner>(missileSpawnerPrefab); spawner.name = "Missile Spawner"; spawner.transform.SetParent(spawnerPosition, false); spawner.transform.localPosition = new Vector3(0f, radius, 0f); spawner.transform.localRotation = Quaternion.Euler(0f, 0f, 0f); spawner.transform.localScale = new Vector3(xScale, yScale, zScale); //spawner.gameObject.SetActive(false); missileSpawners.Add(spawner); }
public void FireMissle(GameObject asteroid) { MissileSpawner spawner = missileSpawners[0]; float distance = Mathf.Infinity; for (int i = 0; i < missileSpawners.Count; i++) { var dis = Vector3.Distance(missileSpawners[i].gameObject.transform.position, asteroid.transform.position); if (dis < distance) { distance = dis; spawner = missileSpawners[i]; Debug.Log("Spawner: " + i); } } spawner.SpawnMissile(asteroid); }
private void Awake() { spawner = GameObject.FindGameObjectWithTag("MinigameManager").GetComponent <MissileSpawner>(); sprites[spawner.arrowDirection].SetActive(true); }
private void Awake() { spawner = FindObjectOfType <MissileSpawner>(); }
void Start() { Instance = this; _missileSpawnTimer = GameRules.Instance.MissileSpawnTimer; _missileSpawnCount = GameRules.Instance.MissileSpawnCount; }
// Use this for initialization void Awake() { spawner = FindObjectOfType <MissileSpawner>(); _trueBulletDamage = 1.0f; }