void OnTriggerEnter(Collider other) { //Create Explosion Instantiate(explosionPrefab, transform.position, transform.rotation); //Destroy other object if it has Destroy tag if (other.gameObject.tag == "Destroy") { Destroy(other.gameObject); //Figure out how many destroyable gameobjects are left int amountLeft = GameObject.FindGameObjectsWithTag("Destroy").Length - 1; if (amountLeft > 0) { //Update UI with number of objects remaining UIHelper_Example.ChangeText("Destroy " + amountLeft + " more to win!"); } else { //Update UI with Win Text UIHelper_Example.ChangeText("You win!"); SubmarineController_Example.alive = false; } } Destroy(gameObject); }
void OnTriggerEnter(Collider collider) { alive = false; //Update UI Message UIHelper_Example.ChangeText("You Lose!"); }
void OnTriggerEnter(Collider thingWeHit) { if (thingWeHit.tag == "Destroyable") { Destroy(thingWeHit.gameObject); //destory target GameObject[] destroyableObjects = GameObject.FindGameObjectsWithTag("Destroyable"); if (destroyableObjects.GetLength(0) - 1 == 0) { UIHelper_Example.ChangeText("YOU WIN! WOOT!"); //Invoke ("ReloadGame", 5f); //ReloadGame(); } else { UIHelper_Example.ChangeText("You have " + (destroyableObjects.GetLength(0) - 1) + " to destroy"); } } GameObject newExplosion = Instantiate(explosionPrefab) as GameObject; //creates a new instance of game object newExplosion.transform.position = this.transform.position; //tells the game where to instantiate newExplosion.transform.rotation = this.transform.rotation; Destroy(this.gameObject); //destroy the torpedo }
void OnTriggerEnter(Collider other) { alive = false; Debug.Log("Triggered with " + other.name); //Update UI Message UIHelper_Example.ChangeText("You Lose! :("); }
private void OnTriggerEnter(Collider other) { Debug.Log("Torpedo hit " + other.name); if (other.tag == "Destroy") { Destroy(other.gameObject); int count = GameObject.FindGameObjectsWithTag("Destroy").Length - 1; Debug.Log("There are " + count + " mines left"); //No more mines to hit, user won the game :) if (count == 0) { GameObject player = GameObject.FindGameObjectWithTag("Player"); PlayerController playerController = player.GetComponent <PlayerController> (); UIHelper_Example.ChangeText("YOU WON! :)"); playerController.alive = false; if (playerController.alive == false) { // Make confetti appear wherever the player is GameObject confet = GameObject.FindGameObjectWithTag("Confetti"); confet.SetActive(true); Instantiate(confet, playerController.transform.position + (player.transform.right * 3), playerController.transform.rotation); } } } //if torpedo hit, create explosion if (explosionPrefab != null) { Instantiate(explosionPrefab, gameObject.transform.position, Quaternion.identity); } else { Debug.Log("You forgot to assign your explosion prefab"); } }
public void KillSub() { isAlive = false; UIHelper_Example.ChangeText("YOU DEAD"); }