private void Start() { player = GameObject.Find("Player"); initialPosition = transform.position; targetPosition = player.transform.position; // Checking for the existence of the shooter is necessary when // inside a not-sandbox scene. if (Shooter) { witchScript = Shooter.GetComponent <WitchScript>(); } }
void OnTriggerEnter2D(Collider2D collision) //checks for collision, this section works EXACTLY the same as a regular bullet { if (collision.gameObject.tag == "Enemy") { if (collision.gameObject.name == "SkeletonPrefab(Clone)") { SkeletonScript skeletonScript = collision.gameObject.GetComponent <SkeletonScript>(); skeletonScript.health = skeletonScript.health - bulletDamage; } if (collision.gameObject.name == "VampirePrefab(Clone)") { VampireScript vampireScript = collision.gameObject.GetComponent <VampireScript>(); vampireScript.health = vampireScript.health - bulletDamage; } if (collision.gameObject.name == "WitchPrefab(Clone)") { WitchScript witchScript = collision.gameObject.GetComponent <WitchScript>(); witchScript.health = witchScript.health - bulletDamage; } } }
void OnTriggerEnter2D(Collider2D collision) //detect collision { if (collision.gameObject.tag == "Enemy") //check to see if what we are colliding with is an enemy { if (collision.gameObject.name == "SkeletonPrefab(Clone)") //if it's a Skeleton { SkeletonScript skeletonScript = collision.gameObject.GetComponent <SkeletonScript>(); //get the Skeleton's script skeletonScript.health = skeletonScript.health - bulletDamage; //subtract the bullet's damage from the Skeleton's health Destroy(gameObject); //destroy the bullet } else if (collision.gameObject.name == "VampirePrefab(Clone)") //if it's a Vampire { VampireScript vampireScript = collision.gameObject.GetComponent <VampireScript>(); //get the Vampire's script vampireScript.health = vampireScript.health - bulletDamage; //subtract the bullet's damage from the Vampire's health Destroy(gameObject); //destroy the bullet } else if (collision.gameObject.name == "WitchPrefab(Clone)") //if it's a Witch { WitchScript witchScript = collision.gameObject.GetComponent <WitchScript>(); //get the Witch's script witchScript.health = witchScript.health - bulletDamage; //subtract the bullet's damage from the Witch's health Destroy(gameObject); //destroy the bullet } } }
// Use this for initialization void Start() { //instantiate weather effects and music deathTollText = GameObject.Find("DeathTollText").GetComponent <Text> (); deathTollText.text = "0 have died"; winterWeather = GameObject.Find("WinterWeather"); winterWeather.SetActive(false); springWeather = GameObject.Find("SpringWeather"); springWeather.SetActive(false); summerWeather = GameObject.Find("SummerWeather"); summerWeather.SetActive(false); fallWeather = GameObject.Find("FallWeather"); fallWeather.SetActive(false); fallMusicBoxObject = GameObject.Find("FallMusicBox"); springMusicBoxObject = GameObject.Find("SpringMusicBox"); summerMusicBoxObject = GameObject.Find("SummerMusicBox"); winterMusicBoxObject = GameObject.Find("WinterMusicBox"); nightMusicBoxObject = GameObject.Find("NightMusicBox"); springMusicBoxScript = springMusicBoxObject.GetComponent <SpringMusicBoxScript> (); summerMusicBoxScript = summerMusicBoxObject.GetComponent <SpringMusicBoxScript> (); fallMusicBoxScript = fallMusicBoxObject.GetComponent <SpringMusicBoxScript> (); winterMusicBoxScript = winterMusicBoxObject.GetComponent <SpringMusicBoxScript> (); nightMusicBoxScript = nightMusicBoxObject.GetComponent <SpringMusicBoxScript> (); //find advisors guardScript = GameObject.Find("Guard").GetComponent <GuardScript>(); witchScript = GameObject.Find("Witch").GetComponent <WitchScript>(); //find notification text notificationText = GameObject.Find("NotificationText").GetComponent <Text> (); notificationText.text = ""; //Load in txt files to word lists loadWordLists(); //find the screen fader screenFader = GameObject.Find("ScreenFader"); screenFaderScript = screenFader.gameObject.GetComponent <ScreenFaderScript> (); //write season text seasonText = GameObject.Find("SeasonText").GetComponent <Text> (); seasonText.text = "spring"; //set us to night isDay = false; //create list fo opponents opponentList = new List <GameObject>(); //find the day counter in UI dayNumberText = GameObject.Find("DayNumberText").GetComponent <Text>(); //create the world with opponents, player, and decorations (cursor too) CreateWorld(); //establish reference to well well = GameObject.FindGameObjectWithTag("Well"); wellScript = well.GetComponent <WellScript> (); //establish reference to player village myPlayerVillage = GameObject.FindGameObjectWithTag("PlayerVillage"); myPlayerVillageScript = myPlayerVillage.gameObject.GetComponent <PlayerVillageScript> (); //Camera background camera.clearFlags = CameraClearFlags.SolidColor; destroyWordLists(); nightMusicBoxScript.FadeInMusic(); //color trees for (int i = 0; i < trees.Length; i++) { trees [i].GetComponent <Renderer>().material.color = springSummerTreeColor; } //set day number dayNumberText.text = "night " + dayNumber; origOpponents = opponents; }