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yellow_virus.cs
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yellow_virus.cs
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using UnityEngine;
using System.Collections;
public class yellow_virus : MonoBehaviour {
public int XSpeed;
public int YSpeed;
public int SpaceOut;
public int life = 2;
int level;
public GameObject redVirus;
public GameObject BlockVirusGameobject;
public GameObject blueVirus;
public GameObject shooterVirus;
public GameObject yellowVirus;
public Sprite yellowVirusGraphic_2;
public int enemyId;
public garbage_collector gc;
public float enemyY;
public int maxValue = 6;
public Animator ani;
public Collider2D[] colliders;
public float cy;
public AudioSource audioSource;
public AudioClip explosion;
// Use this for initialization
void Start () {
cy = transform.position.y;
life = 2;
maxValue = 6;
gc = GameObject.FindObjectOfType<garbage_collector> ();
ani = this.GetComponentInChildren<Animator>();
ani.SetBool ("isDead", false);
colliders = this.GetComponents<Collider2D>();
colliders [0].enabled = true;
colliders [1].enabled = true;
audioSource = this.GetComponent<AudioSource> ();
}
// Update is called once per frame
void FixedUpdate () {
move ();
}
void Update(){
transform.position = new Vector2 (transform.position.x, cy);
}
void OnTriggerEnter2D(Collider2D coll){
/*if (coll.gameObject.name == "player") {
level = Random.Range(1,4);
switch(level){
case 1:
GameObject NewRedVirus = (GameObject)Instantiate(RedVirusGameobject, new Vector2 (transform.position.x + SpaceOut, -3.5f),transform.rotation);
break;
case 2:
NewRedVirus = (GameObject)Instantiate(RedVirusGameobject, new Vector2 (transform.position.x + SpaceOut, 0f),transform.rotation);
break;
case 3:
NewRedVirus = (GameObject)Instantiate(RedVirusGameobject, new Vector2 (transform.position.x + SpaceOut, 3.5f),transform.rotation);
break;
}
}*/
/*if (coll.gameObject.name == "garbage_collector") {
Destroy(gameObject);
}*/
if (coll.gameObject.name == "player") {
level = Random.Range(1,4);
enemyId = Random.Range(1,maxValue);
switch(level){
case 1:
enemyY = -3.5f;
break;
case 2:
enemyY = 0;
break;
case 3:
enemyY = 3.5f;
break;
}
switch(enemyId){
case 1:
Instantiate(BlockVirusGameobject,new Vector2 (transform.position.x + RandomX(),enemyY),transform.rotation);
break;
case 2:
Instantiate(redVirus,new Vector2 (transform.position.x + RandomX(),enemyY),transform.rotation);
break;
case 3:
Instantiate(shooterVirus,new Vector2 (transform.position.x + RandomX(),enemyY),transform.rotation);
break;
case 4 :
Instantiate(blueVirus,new Vector2 (transform.position.x + RandomX(),enemyY),transform.rotation);
break;
case 5 :
Instantiate(yellowVirus,new Vector2 (transform.position.x + RandomX(),enemyY),transform.rotation);
break;
}
}
}
void OnCollisionEnter2D(Collision2D coll){
if (coll.collider.gameObject.tag == "enemy") {
Physics2D.IgnoreCollision(gameObject.GetComponent<Collider2D>(),coll.gameObject.GetComponent<Collider2D>());
}
if (coll.collider.gameObject.tag == "bullet") {
life--;
ani.SetBool("isOrange",true);
if(life <= 0){
colliders[0].enabled = false;
colliders[1].enabled = false;
audioSource.clip = explosion;
audioSource.Play();
gc.enemyKilled += 20;
level = Random.Range(1,4);
enemyId = Random.Range(1,maxValue);
switch(level){
case 1:
enemyY = -3.5f;
break;
case 2:
enemyY = 0;
break;
case 3:
enemyY = 3.5f;
break;
}
switch(enemyId){
case 1:
Instantiate(BlockVirusGameobject,new Vector2 (transform.position.x +RandomX() ,enemyY),transform.rotation);
break;
case 2:
Instantiate(redVirus,new Vector2 (transform.position.x + RandomX(),enemyY),transform.rotation);
break;
case 3:
Instantiate(shooterVirus,new Vector2 (transform.position.x + RandomX(),enemyY),transform.rotation);
break;
case 4 :
Instantiate(blueVirus,new Vector2 (transform.position.x + RandomX(),enemyY),transform.rotation);
break;
case 5 :
Instantiate(yellowVirus,new Vector2 (transform.position.x + RandomX(),enemyY),transform.rotation);
break;
}
ani.SetBool("isDead",true);
StartCoroutine(killAfterAni());}
//GameObject.Destroy (gameObject);}}
}
}
void move(){
//float multiplyer = enemyspawner.multiplyer;
GetComponent<Rigidbody2D> ().velocity = new Vector2 (XSpeed * gc.multiplyer , YSpeed);
}
float RandomX(){
return Random.Range (50, 100);
}
IEnumerator killAfterAni(){
yield return new WaitForSeconds (0.5f);
Destroy (gameObject);
}
}