示例#1
0
    public IEnumerator FakeUpdate(float period)
    {
        WaitForSeconds  waitPeriod       = new WaitForSeconds(period);
        shootController _shootcontroller = new shootController();
        Motor           _motor           = new Motor();

        while (true)
        {
            if (_gun._projectileCount > 0)
            {
                if (_shootcontroller.isShooting())
                {
                    _gun.Shoot();
                }
            }
            else
            {
                Debug.LogError("There is no projectile");
            }
            _motor.Move();
            _motor.Turn();

            yield return(waitPeriod);
        }
    }
示例#2
0
    IEnumerator shotPowerup(Collider player)
    {
        shootController shotStats = player.GetComponent <shootController>();

        shotStats.numShots += 2;

        GetComponent <MeshRenderer>().enabled = false;
        GetComponent <Collider>().enabled     = false;

        yield return(new WaitForSeconds(duration));

        shotStats.numShots -= 2;
        Destroy(gameObject);
    }
示例#3
0
 void OnTriggerEnter(Collider other)
 {
     if (other.CompareTag("Player"))
     {
         Debug.Log("Hit the applier");
         Debug.Log(other);
         healthStats = other.GetComponent <PlayerStats>();
         Debug.Log(healthStats);
         shootStats = other.GetComponent <shootController>();
         moveStats  = other.GetComponent <PlayerController>();
         // particleSystem = healthStats.particleSystem;
         GetComponent <Collider>().enabled = false;
         StartCoroutine("Modify");
     }
 }
示例#4
0
    IEnumerator speedPowerup(Collider player)
    {
        shootController  shotStats   = player.GetComponent <shootController>();
        PlayerController playerStats = player.GetComponent <PlayerController>();

        shotStats.timeBetweenShots /= 2;
        playerStats.walkSpeed      *= 2;

        GetComponent <MeshRenderer>().enabled = false;
        GetComponent <Collider>().enabled     = false;

        yield return(new WaitForSeconds(duration));

        playerStats.walkSpeed      /= 2;
        shotStats.timeBetweenShots *= 2;
        Destroy(gameObject);
    }
示例#5
0
 private void Start()
 {
     m_selfRigibody     = GetComponent <Rigidbody2D>();
     m_shootingAblities = GetComponentInChildren <shootController>();
 }
示例#6
0
 // Start is called before the first frame update
 void Start()
 {
     shootController = GetComponent <shootController> ();
     anim            = GetComponent <Animator> ();
 }
 private void Start()
 {
     m_playerRigibody          = GetComponent <Rigidbody2D>();
     m_playerShootingAbilities = GetComponentInChildren <shootController>();
     m_boosterEffect.SetActive(false);
 }