Ennemi meurt, missile explose

This commit is contained in:
JoelLapointe86 2015-11-17 22:36:21 -05:00
parent 91f044026e
commit 44069a74b1
20 changed files with 568 additions and 5 deletions

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@ -5,6 +5,13 @@ public class RocketBehaviour : MonoBehaviour {
private bool isAPlayerRocket; private bool isAPlayerRocket;
public GameObject explosion;
void FixedUpdate ()
{
Destroy(gameObject, 2);
}
//Destroys the rocket when no longer visible //Destroys the rocket when no longer visible
void OnBecameInvisible() void OnBecameInvisible()
{ {
@ -13,10 +20,33 @@ public class RocketBehaviour : MonoBehaviour {
//Destroys the rocket when it hits something (except Player when its his rocket) //Destroys the rocket when it hits something (except Player when its his rocket)
void OnCollisionEnter2D(Collision2D collision) void OnCollisionEnter2D(Collision2D collision)
{ {
if(!isAPlayerRocket || collision.gameObject.tag != "Player") //if collision.gameObject,tag == "enemy"
Destroy(gameObject); // If it hits an enemy...
if (collision.gameObject.tag == "Enemy") {
// ... find the Enemy script and call the Hurt function.
collision.gameObject.GetComponent<EnemyBehavior> ().Hurt ();
// call the explosion animation
Explode ();
// Destroy the rocket.
Destroy (gameObject);
} else if (!isAPlayerRocket || collision.gameObject.tag != "Player") {
// call the explosion animation
Explode ();
Destroy (gameObject);
}
} }
public void Explode()
{
// Create a quaternion with a random rotation in the z-axis.
Quaternion randomRotation = Quaternion.Euler (0f, 0f, Random.Range (0f, 360f));
// Instantiate the explosion where the rocket is with the random rotation.
Instantiate (explosion, transform.position, randomRotation);
}
public void SetProperty(bool playerRocket) public void SetProperty(bool playerRocket)
{ {
isAPlayerRocket = playerRocket; isAPlayerRocket = playerRocket;

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@ -0,0 +1,22 @@
using UnityEngine;
using System.Collections;
public class Destroyer : MonoBehaviour
{
public bool destroyOnAwake; // Whether or not this gameobject should destroyed after a delay, on Awake.
public float awakeDestroyDelay; // The delay for destroying it on Awake.
void Awake ()
{
// If the gameobject should be destroyed on awake,
if(destroyOnAwake)
{ // ... destroy the gameobject after the delay.
Destroy(gameObject, awakeDestroyDelay);
}
}
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@ -6,6 +6,9 @@ public class EnemyBehavior : MonoBehaviour {
private float direction = 1.0f; private float direction = 1.0f;
private Rigidbody2D rb; private Rigidbody2D rb;
private bool facingRight = true; private bool facingRight = true;
private bool dead = false;
public int HP = 2;
// Ground // Ground
@ -29,6 +32,11 @@ public class EnemyBehavior : MonoBehaviour {
if ((direction < 0 && facingRight) || (direction > 0 && !facingRight)) if ((direction < 0 && facingRight) || (direction > 0 && !facingRight))
flip(); flip();
// If the enemy has zero or fewer hit points and isn't dead yet...
if(HP <= 0 && !dead)
// ... call the death function.
Death ();
} }
@ -39,4 +47,20 @@ public class EnemyBehavior : MonoBehaviour {
scale.x *= -1; scale.x *= -1;
transform.localScale = scale; transform.localScale = scale;
} }
public void Hurt()
{
// Reduce the number of hit points by one.
HP--;
}
void Death()
{
// Set dead to true.
dead = true;
// delete the enemy
Destroy(gameObject);
}
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