Beispiel #1
0
 void OnTriggerEnter2D(Collider2D collision)
 {
     if (!LightSource.InLight(player.transform.position))
     {
         PlayerData.Damage(GlobalConstants.enemyDamage);
     }
 }
 // Update is called once per frame
 void Update()
 {
     if (LightSource.InLight(gameObject.transform.position))
     {
         Destroy(gameObject);
     }
 }
Beispiel #3
0
 // Update is called once per frame
 void Update()
 {
     if (PositionMath.playerInteractedWith(match.transform.position))
     {
         Destroy(match);
         PlayerData.Matches++;
         return;
     }
     timePassed += Time.deltaTime;
     if (timePassed > GlobalConstants.MatchLifetime && !LightSource.InLight(transform.position))
     {
         Destroy(match);
         return;
     }
 }
    public static Vector3 findLocationToSpawn(int counter)
    {
        float x, y;

        x = Random.Range(-GlobalConstants.MapWidth, GlobalConstants.MapWidth);
        y = Random.Range(-GlobalConstants.MapHeight, GlobalConstants.MapHeight);
        Vector3 Position = new Vector3(x, y);

        if (!LightSource.InLight(Position) && (Position - getPlayerPosition()).magnitude > GlobalConstants.PlayerNoSpawnRange)
        {
            return(Position);
        }
        if (counter > 100)
        {
            return(Position);
        }
        return(findLocationToSpawn(counter + 1));
    }
Beispiel #5
0
 // Update is called once per frame
 void Update()
 {
     if (Input.GetMouseButtonDown(0))
     {
         OnMouseDown();
     }
     if ((target - player.transform.position).magnitude < GlobalConstants.PlayerStoppingDist)
     {
         rbody.velocity = Vector2.zero;
         player.GetComponent <SpriteRenderer> ().sprite = idle.GetComponent <SpriteRenderer> ().sprite;
         player.GetComponent <Animator> ().runtimeAnimatorController = idle.GetComponent <Animator> ().runtimeAnimatorController;
     }
     if (!LightSource.InLight(player.transform.position))
     {
         PlayerData.Damage(GlobalConstants.playerDarkDPS * Time.deltaTime);
     }
     else
     {
         PlayerData.Heal(GlobalConstants.healthInLightDPS * Time.deltaTime);
     }
 }