/// <summary>
        /// Spawns rocket
        /// </summary>
        void SpawnRocket()
        {
            if (rocketTimer > 0)
            {
                return;                            // if the rocket timer is not below 0, doesn't run
            }
            rocketTimer = maxTimeForRocket;        // sets timer for it to count down
            SoundEffectBoard.RocketMissileSound(); // plays the rocket soundeffect

            // Spawns the rocket
            RocketMechanic rocket = Instantiate(rocketPrefab, muzzle.transform.position, transform.rotation);
        }
示例#2
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        /// <summary>
        /// Cause the missiles to fire
        /// </summary>
        void Missles()
        {
            if (missile1)                     // if missile1 is true
            {
                missile1.timeToLaunch = true; // fires the missile
            }
            if (missile2)                     // if missile 2 is true
            {
                missile2.timeToLaunch = true; // fires the missile
            }

            SoundEffectBoard.RocketMissileSound(); // missile sound
        }
示例#3
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        /// <summary>
        /// Spawns new missiles to be fired when ready
        /// </summary>
        private void MissleSpawning()
        {
            if (missleRespawnTime > 0 && !misslesSpawned)   // if timer is greater than 0 and missilesSpawned is false
            {
                missleRespawnTime -= Time.deltaTime;
            }

            if (missleRespawnTime <= 0)                                                            // if timer is less than or equal to 0
            {
                missile1 = Instantiate(prefabMissile, missilePos1.position, missilePos1.rotation); // spawns missile 1
                missile1.transform.parent = missilePos1;                                           // make missilePos1 a parent of the missile prefab
                missile2 = Instantiate(prefabMissile, missilePos2.position, missilePos2.rotation); // spawns missile 2
                missile2.transform.parent = missilePos2;                                           // make missilePos2 a parent of the missile prefab
                missleRespawnTime         = 10;                                                    // time to respawn again
                misslesSpawned            = true;                                                  // missiles spawned
                SoundEffectBoard.RocketMissileSound();                                             // plays the rocket/missile sound
            }
        }