示例#1
0
    //Decides how to dispose of an object depending on if it's a player or anything else.
    public void ObjectKill(GameObject obj)
    {
        if (obj.tag == "Player")
        {
            Instantiate(obj.GetComponent <scr_Dest_Collision> ().playerExplosion, obj.transform.position, obj.transform.rotation);
            gameController.GameOver();
            Destroy(obj.gameObject);
            Destroy(gameObject);
        }
        else
        {
            Instantiate(obj.GetComponent <scr_Dest_Collision> ().explosion, obj.transform.position, obj.transform.rotation);
            obj.GetComponentInParent <scr_DamageSystem> ().addScore(obj.GetComponentInParent <scr_DamageSystem> ().scoreValue);

            if (obj.GetComponentInParent <scr_HealthSystem>().health <= 0)
            {
                //Debug.Log (string.Format ("{0} health: {1}", obj.name, obj.GetComponentInParent<scr_HealthSystem> ().health));
                Destroy(obj.gameObject);
            }
            else
            {
                return;
            }
        }
    }
示例#2
0
    // Use this for initialization
    void Update()
    {
        foreach (GameObject bullet in WeaponTypes)
        {
            if (bullet.tag != "SS")
            {
                bullet.GetComponent <BoltCollision>().stats.Damage = stats.Damage;
            }
        }

        if (rb.useGravity)
        {
            countdown -= Time.deltaTime;
            if (countdown <= 0f)
            {
                Instantiate(explosion, transform.position, transform.rotation);
                Destroy(this.gameObject);
            }
            transform.Rotate(transform.right, 30 * Time.deltaTime);
            transform.Rotate(transform.up, 60 * Time.deltaTime);
        }
        if (locked)
        {
            return;
        }

        if (Input.GetButton("Fire1") && Time.time > nextFire)
        {
            FireWeapon();
            nextFire = Time.time + stats.fireRate;
            if (powerUpMeter < 100 && !powerActive && powerTimer == -1f)
            {
                powerUpMeter += increase;
            }
        }

        if (Input.GetButton("Fire2") && powerUpMeter > 0 && powerActive)
        {
            powerupAction("Active", this);
        }
        if ((powerTimer <= 0 && powerTimer > -1))
        {
            powerUpMeter = 0;
            powerActive  = false;
            powerupAction("Deactivate", this);
        }
        if (powerUpMeter == 100)
        {
            powerActive = true;
        }

        if (powerUpMeter > 100)
        {
            powerUpMeter = 100;
        }

        if (powerTimer > -1f)
        {
            powerTimer -= Time.deltaTime;
        }
        else
        {
            powerTimer = -1f;
        }

        if (weaponStrength > 5)
        {
            weaponStrength = 5;
        }
        //Check if player's supposed to be dead
        if (dead)
        {
            gameController.GameOver();
            locked        = true;
            rb.useGravity = true;
        }
    }