Update AllyReturn to Drop Random Bomb Type

This commit is contained in:
Philip W 2021-11-17 16:45:34 +00:00
parent bf93365d96
commit 7f6b627bdd
10 changed files with 385 additions and 304 deletions

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@ -12,8 +12,11 @@ public class AlliedReturn : Physics2DObject
public float returnSpeed = 5f;
[Header("Death Effect When Shot")]
public GameObject deathEffect;
//[Header("Has Droppable Object")]
public GameObject[] droppables;
private bool isReturning = false;
private bool hasDroppableObject = true;
private Vector2 movement = new Vector2(0f, 0f);
// Update is called once per frame
@ -30,21 +33,15 @@ public class AlliedReturn : Physics2DObject
void OnTriggerEnter2D(Collider2D otherCollider)
{
string playerTag = otherCollider.gameObject.tag;
if (playerTag == "Player" || playerTag == "Player2")
if (otherCollider.gameObject.name == "CollisionDetectorAlly")
{
this.GetComponent<SpriteRenderer>().flipY = false;
isReturning = true;
dropObject();
}
if (playerTag == "Bullet")
{
DestroyShip();
// HealthSystemAttribute healthScript = GameObject.Find("CollisionDetector").gameObject.GetComponent<HealthSystemAttribute>();
// if (healthScript != null)
// {
// // subtract health from the player
// healthScript.ModifyHealth(-1);
// }
// Destroy(gameObject);
}
else if (playerTag == "Finish" && isReturning)
{
@ -60,4 +57,12 @@ public class AlliedReturn : Physics2DObject
}
Destroy(gameObject);
}
private void dropObject()
{
if (hasDroppableObject)
{
Instantiate<GameObject>(droppables[Random.Range(0, droppables.Length)]).transform.position = this.transform.position;
}
}
}

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