void Shoot() { AudioSource.PlayClipAtPoint(laserSFX, transform.position, laserVolume + StaticVariables.VolumeVariance()); laserCooldown = laserCooldownMax; GameObject laser_01 = (GameObject)Instantiate(laser, player.transform.position, player.transform.rotation); GameObject laser_02 = (GameObject)Instantiate(laser, player.transform.position, player.transform.rotation); laser_01.transform.localPosition += laserStartPosition[0].y * laser_01.transform.up; laser_01.transform.localPosition += laserStartPosition[0].x * laser_01.transform.right; laser_02.transform.localPosition += laserStartPosition[1].y * laser_01.transform.up; laser_02.transform.localPosition += laserStartPosition[1].x * laser_01.transform.right; laser_01.transform.parent = Camera.main.transform; laser_02.transform.parent = Camera.main.transform; }
void OnTriggerEnter2D(Collider2D col) { if (col.tag != Tags.player && col.tag != Tags.evilLaser) { if (col.GetComponent <LayerStats>() != null && col.tag != Tags.rubber && col.tag != Tags.iron) { col.GetComponent <LayerStats>().health--; } if (col.tag == Tags.rubber) { AudioSource.PlayClipAtPoint(rubberSFX, transform.position, volAdjust + StaticVariables.VolumeVariance()); GameObject evilLaser = (GameObject)Instantiate(evilLaserPrefab, transform.position, transform.rotation); evilLaser.GetComponent <LaserMove>().evil = true; } else if (col.tag == Tags.iron) { AudioSource.PlayClipAtPoint(ironSFX, transform.position, volAdjust + StaticVariables.VolumeVariance()); } else if (!evil) { AudioSource.PlayClipAtPoint(hitSFX, transform.position, volAdjust + StaticVariables.VolumeVariance()); } if (!evil) { hit = true; GetComponent <Collider2D>().enabled = false; anim.SetBool(hash.boolCollided, true); Destroy(gameObject, 1f); } } else if (evil) { Destroy(gameObject); } }
void OnTriggerEnter2D(Collider2D col) { if (col.tag != Tags.player) { AudioSource.PlayClipAtPoint(smash, transform.position, StaticVariables.defaultVolume / 2 + StaticVariables.VolumeVariance()); unstable = true; GetComponent <Collider2D>().enabled = false; anim.SetBool(hash.boolImpact, true); Destroy(gameObject, 1f); } }