// will work on later after doing energy meter void OnTriggerEnter2D(Collider2D col) { // If enemy bullets hit this, player's energy reduced if (col.CompareTag("Bullet")) { if ((col.gameObject.GetComponent <bullet>()) != null) { bullet _bullet = col.gameObject.GetComponent <bullet>(); if ((_bullet.getPlayerID()) != getPlayerID()) { driver.subtractEnergy(_bullet.energy_val); Destroy(col.gameObject); } } Destroy(col.gameObject); } }
// for protoype test, we will have a classic spread shot as weapon // void produceBullets(float chargeVal) { float chargeStrength = 5 * chargeVal; int weaponLevel = (int)chargeStrength; // truncating on purpose for level range if (weaponLevel == 1) { makeShot(0); } else if (weaponLevel == 2) { makeShot(-5f); makeShot(5f); } else if (weaponLevel == 3) { makeShot(0); makeShot(-7.5f); makeShot(7.5f); } else if (weaponLevel == 4) { makeShot(-2.5f); makeShot(2.5f); makeShot(-7.5f); makeShot(7.5f); } else if (weaponLevel == 5) { makeShot(0); makeShot(-5f); makeShot(5f); makeShot(-10f); makeShot(10f); } float chargeCost = ((float)weaponLevel) / 5; driver.subtractEnergy(chargeCost); }