public void Kill() { StaticStuff.score += scoreOnKill; StaticStuff.OnScoreChange(); Destroy(gameObject); }
private void Update() { float move = Input.GetAxisRaw("Horizontal") * Time.deltaTime * moveSpeed; cc.Move(Vector3.right * move); if (transform.position.x > moveRange) { transform.position = new Vector3(moveRange, transform.position.y, transform.position.z); } else if (transform.position.x < -moveRange) { transform.position = new Vector3(-moveRange, transform.position.y, transform.position.z); } if (transform.position.y != yPos) { transform.position = new Vector3(transform.position.x, yPos, transform.position.z); } if (regenTimer > 0) { regenTimer -= Time.deltaTime; } if (regenTimer <= 0) { regenTimer = hpRegenWait; if (health <= maxHealth - 1.0f) { Damage(-1.0f); StaticStuff.score += 1; StaticStuff.OnScoreChange(); } } if (gunHeat > 0) { gunHeat -= Time.deltaTime; } if (gunHeat <= 0) { gunHeat = gunCooldown; GameObject o = bulletPool.GetObject(); o.transform.position = transform.position; o.transform.rotation = transform.rotation; o.SetActive(true); o.GetComponent <PlayerBullet>().Shoot(); o = bulletPool.GetObject(); o.transform.position = transform.position; o.transform.eulerAngles = transform.eulerAngles + new Vector3(0, sideBulletAngle, 0); o.SetActive(true); o.GetComponent <PlayerBullet>().Shoot(); o = bulletPool.GetObject(); o.transform.position = transform.position; o.transform.eulerAngles = transform.eulerAngles + new Vector3(0, -sideBulletAngle, 0); o.SetActive(true); o.GetComponent <PlayerBullet>().Shoot(); } }