HeavenStudioPlus/Assets/Scripts/Games/ShootEmUp/Ship.cs
フマジメ 619c01b77a Shoot-'em-up (#796)
* 無駄

* spawn

* Start Interval

* new sprites, background particles

* fix white flash

* wip hit particle

* finished hit particle

* oops

* oops2

* sorry last tweak

* Damage

* Merge manually

* modified: Update()

* fix particle layering

* tweak particle more

* more enemies

* Changed the way effects are generated

* animation fixes

* attack fix

* laser and enemy miss anim

* sorry!!!!!!!!!

* monitor animations

* intro gate animations

* trajectory

* Pass Turn (WIP)

* Animation Event

* Fine placement

* Pass Turn

* Placement Pattern

* EnemyType

* icon

* fix bg, fix animations, added smoke particle

* Adding and modifying effects

* I made a mistake in the operation

---------

Co-authored-by: ev <85412919+evdial@users.noreply.github.com>
Co-authored-by: ev <85412919+iloveoatmeal2022@users.noreply.github.com>
2024-03-25 01:41:51 +00:00

42 lines
No EOL
1 KiB
C#

using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using HeavenStudio.Util;
namespace HeavenStudio.Games.Scripts_ShootEmUp
{
public class Ship : MonoBehaviour
{
public Animator shipAnim;
public Animator laserAnim;
public Animator damageAnim;
public bool isDamage = false;
// int life = 24;
public void Shoot()
{
shipAnim.DoScaledAnimationAsync("shipShoot", 1f);
laserAnim.DoScaledAnimationAsync("laser", 1f);
}
public void Damage()
{
// if (life > 0) {
// life = Mathf.Max(life - 8, 0);
// } else {
// // Gameover if you miss in next interval
// }
isDamage = true;
shipAnim.DoScaledAnimationAsync("shipDamage", 1f);
damageAnim.DoScaledAnimationAsync("damage", 0.5f);
}
public void DamageEnd()
{
isDamage = false;
}
}
}