Added assets from old repo
This commit is contained in:
@@ -0,0 +1,105 @@
|
||||
using UnityEngine;
|
||||
using System.Threading.Tasks;
|
||||
using System.Linq;
|
||||
|
||||
//Designed by Jacob Weedman
|
||||
// Attatch to particle weapons
|
||||
|
||||
public class EnemyParticleWeapon : MonoBehaviour
|
||||
{
|
||||
public bool destroy = false;
|
||||
public bool rotate = false;
|
||||
public bool opacity = false;
|
||||
public bool destroyOnCollide = false;
|
||||
public bool damageEnemies;
|
||||
public int damageAmmount;
|
||||
public float timer;
|
||||
float startTime;
|
||||
|
||||
void Awake()
|
||||
{
|
||||
startTime = timer;
|
||||
}
|
||||
|
||||
void FixedUpdate()
|
||||
{
|
||||
/*
|
||||
if (IsExplosion)
|
||||
{
|
||||
// Tick down animation counter
|
||||
AnimationTimer -= Time.deltaTime;
|
||||
GetComponent<SpriteRenderer>().sprite = ExplosionSprites[CurrentFrame];
|
||||
|
||||
if (AnimationTimer <= 0 && CurrentFrame < 0)
|
||||
{
|
||||
AnimationTimer = 0.5f;
|
||||
CurrentFrame++;
|
||||
}
|
||||
}
|
||||
*/
|
||||
|
||||
// Rotation
|
||||
if (rotate)
|
||||
{
|
||||
transform.rotation = Quaternion.Euler(Vector3.forward * UnityEngine.Random.Range(-90, 90));
|
||||
}
|
||||
|
||||
// Opacity
|
||||
if (opacity)
|
||||
{
|
||||
gameObject.GetComponent<SpriteRenderer>().color = new Color(1f, 1f, 1f, (timer / startTime));
|
||||
}
|
||||
|
||||
// Destruction Timer
|
||||
if (destroy)
|
||||
{
|
||||
timer -= Time.deltaTime;
|
||||
if (timer <= 0)
|
||||
{
|
||||
Destroy(gameObject);
|
||||
}
|
||||
}
|
||||
|
||||
// Remove Collider To Prevent Multiple Damage Occurances
|
||||
if (timer/startTime <= 0.99)
|
||||
{
|
||||
gameObject.GetComponent<BoxCollider2D>().enabled = false;
|
||||
}
|
||||
}
|
||||
|
||||
void OnTriggerEnter2D(Collider2D collision)
|
||||
{
|
||||
if (collision.gameObject.tag == "Player")
|
||||
{
|
||||
//Damage
|
||||
GameObject.Find("GameData").GetComponent<GameData>().CurrentHealth -= damageAmmount;
|
||||
}
|
||||
if (collision.gameObject.tag == "Attackable")
|
||||
{
|
||||
//Enemies
|
||||
if (collision.GetComponent<MasterEnemyAI>())
|
||||
{
|
||||
collision.GetComponent<MasterEnemyAI>().Health -= damageAmmount;
|
||||
}
|
||||
|
||||
//Generic Destructable Object
|
||||
if (collision.GetComponent<GenericDestructable>())
|
||||
{
|
||||
collision.GetComponent<GenericDestructable>().Health -= damageAmmount;
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
|
||||
if (destroyOnCollide)
|
||||
{
|
||||
if (collision.gameObject.tag == "Ground")
|
||||
{
|
||||
if (collision.gameObject.layer == 6)
|
||||
{
|
||||
Destroy(gameObject);
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
Reference in New Issue
Block a user