private void PlayDamageSounds(planetSettings settings, GameObject planet) { planetSounds = planet.GetComponent<planetsIndividualSound>(); if ((settings.population / settings.maxPopulation) < 0.333) { planetSounds.AudioDamaged(); } }
public void KillPeople(GameObject planet) { settings = planet.GetComponent<planetSettings>(); settings.population -= settings.maxPopulation * settings.flickUpDeathPercentage; if (settings.population < 0.0f) settings.population = 0.0f; }
// Use this for initialization void Start() { planetAnim = transform.Find("planet_graphic").GetComponent<Animator>(); glowAnim = transform.Find("glow_graphic").GetComponent<Animator>(); elecOverAnim = transform.Find("elecOver_graphic").GetComponent<Animator>(); elecUnderAnim = transform.Find("elecUnder_graphic").GetComponent<Animator>(); holdAnim = transform.Find("hold_graphic").GetComponent<Animator>(); hoverAnim = transform.Find("hover_graphic").GetComponent<Animator>(); settings = GetComponent<planetSettings>(); }
public void UpdateDeceaseCount() { double followers = 0; double population = 0; double dead = 0; for (int i = 0; i < planets.Length; i++) { settings = planets[i].GetComponent<planetSettings>(); followers += (settings.population * settings.followers); population += settings.population; dead += (settings.maxPopulation - settings.population); } gameManager.Instance.followers = followers; gameManager.Instance.population = population; gameManager.Instance.dead = dead; }
// Update is called once per frame void Update() { // bleed all planets for (int i = 0; i < planets.Length; i++) { planet = planets[i]; settings = planet.GetComponent<planetSettings>(); init = planet.GetComponent<planetInit>(); // choose the bigger evil of hold/gravity float bleed = 1.0f; if (init.gravityBleedMultilier > bleed) bleed = init.gravityBleedMultilier; else if (init.bleedMultilier > bleed) bleed = init.bleedMultilier; if (init.do_kill_people && settings.population > 0.0f) { diffMagnitude = Mathf.Abs(init.initVelocity.magnitude - planet.GetComponent<Rigidbody2D>().velocity.magnitude); settings.population -= diffMagnitude * (settings.maxPopulation * settings.bleedPercentage * bleed) * Time.deltaTime; // planet dead if (settings.population < 0.0f) { settings.population = 0.0f; } } PlayDamageSounds(settings, planet); UpdateDeceaseCount(); } }
void Start() { UpdateTinker(); // get settings planetSettings = GetComponent<planetSettings>(); planetSettings.maxPopulation = planetSettings.population; initSpeed = planetSettings.speed * speedMult; orbitRadius = planetSettings.orbitRadius; if (randomiseInitialPosition) { posDiff = new Vector3(Random.Range(-1.0f,1.0f), Random.Range(-1.0f,1.0f), 0.0f); } else { posDiff = transform.localPosition; } posDiff = posDiff.normalized * (orbitRadius / 200); // setup physics HingeSetup(); InitVelocity(); ColliderSetup(); IgnoreCollisions(); }