示例#1
0
 void InTriggerStay(Collider collider)
 {
     if (collider.name == "Flamethrower(Clone)")
     {
         if (enemySight.calculatePathLength(collider.gameObject.transform.position) <= enemy.GetComponent <SphereCollider> ().radius)
         {
             if (curShield <= 0f)
             {
                 decreaseHealth(5f);
             }
             else
             {
                 decreaseShield(5f);
             }
         }
     }
 }
示例#2
0
        void OnTriggerEnter(Collider collider)
        {
            switch (collider.tag)
            {
            case "Mine":
            {
                if (curShield <= 0f)
                {
                    decreaseHealth(10f);
                }
                else
                {
                    decreaseShield(10f);
                }

                blueFireBall = Instantiate(blueFirePrefab, GetComponent <Transform>().transform.position, GetComponent <Transform>().transform.rotation) as GameObject;
                Destroy(collider.gameObject);
                Destroy(blueFireBall, 3);
                break;
            }

            case "MinesBonus":
            {
                collider.GetComponent <MeshRenderer> ().enabled = false;
                IncreaseMinesBar();
                break;
            }

            case "HealthBonus":
            {
                collider.GetComponent <MeshRenderer> ().enabled = false;
                increaseHealth(60f);
                break;
            }

            case "EnergyBonus":
            {
                collider.GetComponent <MeshRenderer> ().enabled = false;
                increaseEnergy(60f);
                break;
            }

            case "ShieldBonus":
            {
                collider.GetComponent <MeshRenderer> ().enabled = false;
                setShield(100f);
                curShield = maxStat;
                break;
            }

            case "Enemy":
            {
                if (enemySight.calculatePathLength(this.gameObject.transform.position) <= enemy.GetComponent <SphereCollider>().radius)
                {
                    enemyHealth.decreaseHealth(100);
                    enemyHealth.decreaseShield(100);
                    enemyHealth.decreaseAllEnergy(100);

                    decreaseShield(100);
                    decreaseAllEnergy(100);
                    decreaseHealth(100);

                    secondPlayerCamera.GetComponent <Camera> ().enabled = true;
                    secondPlayerCamera.transform.parent = orangeBar.transform;

                    enemySight.playerInSight = false;

                    Destroy(collider.gameObject);
                    blueFireBall = Instantiate(explotionPrefab, GetComponent <Transform>().transform.position, GetComponent <Transform>().transform.rotation) as GameObject;
                    Destroy(this.gameObject);
                    AudioSource.PlayClipAtPoint(mineClip, transform.position, 1f);
                }
                break;
            }

            case "BulletPlayer":
            {
                Destroy(collider.gameObject);
                break;
            }
            }
        }