private void OnCollisionEnter2D( Collision2D collision ) {
     if ( collision.gameObject.tag == "Player" ) Attack();
     else Physics2D.IgnoreCollision( this.GetComponent< Collider2D >() , collision.collider );
 }
Beispiel #2
0
 protected void enableCollision(Collider2D col)
 {
     Physics2D.IgnoreCollision(this.col, col, false);
 }
 // Start is called before the first frame update
 private void Start()
 {
     Physics2D.IgnoreCollision(GetComponent <Collider2D>(), other, true);
 }
Beispiel #4
0
 // Use this for initialization
 void Start()
 {
     playerCollider = GameObject.Find("Player").GetComponent <BoxCollider2D>();
     Physics2D.IgnoreCollision(platformCollider, platformTrigger, true);
 }
 private void Start()
 {
     Physics2D.IgnoreCollision(Bullets, GetComponent <Collider2D>());
     Physics2D.IgnoreCollision(PlayerPunch, GetComponent <Collider2D>());
     Physics2D.IgnoreCollision(PlayerSword, GetComponent <Collider2D>());
 }
Beispiel #6
0
    void Die()
    {
        // Player death
        if (gameObject.tag == "Player")
        {
            // Stops player from being able to move on death and plays death animation
            GetComponent <PlayerMovement>().StopPlayerMovement();
            StartCoroutine(GetComponent <PlayAnimations>().Kill());

            // Removes any weapons the host may have
            foreach (Transform child in gameObject.transform)
            {
                Destroy(child);
            }

            // Triggers game restart
            gameManager.EndGame();
        }

        if (gameObject.tag == "GhostBoss")
        {
            // Take player to game over screen for the time being
            currentRoom.GetComponent <SimpleRoom>().SpawnExitTile();
            // gameManager.TemporaryGameComplete();
        }

        if (isBoss && gameObject.tag == "MiniBoss")
        {
            currentRoom.GetComponent <SimpleRoom>().UnlockExitTile();
            gameManager.miniBossKilled = true;
        }

        if (!isDead && gameObject.name != player.tag)
        {
            isDead = true;

            if (TryGetComponent(out AIMovement aim))
            {
                aim.enabled = false;
            }

            if (TryGetComponent(out GhostAttacks ga))
            {
                ga.enabled = false;
            }


            if (TryGetComponent(out CapsuleCollider2D cc))
            {
                Physics2D.IgnoreCollision(cc, player.GetComponent <CapsuleCollider2D>());
            }

            if (TryGetComponent(out BoxCollider2D bc))
            {
                Physics2D.IgnoreCollision(bc, player.GetComponent <CapsuleCollider2D>());
            }

            //Add player XP
            if (isBoss)
            {
                GameObject.Find("GameManager").GetComponent <GameManager>().AddXP(XP + 500);
            }
            else
            {
                GameObject.Find("GameManager").GetComponent <GameManager>().AddXP(XP);
            }


            //Play death animation
            StartCoroutine(GetComponent <PlayAnimations>().Kill());

            //Drop loot
            if (!isBoss)
            {
                // Need to add boss drops
                GetComponent <DropLoot>().SpawnLoot();
            }
        }
    }
 // Start is called before the first frame update
 void Start()
 {
     Physics2D.IgnoreCollision(rey.transform.GetComponent <Collider2D>(), torre.transform.GetComponent <Collider2D>(), true);
     //    Physics2D.IgnoreCollision(rey.transform.GetComponent<Collider2D>(), torre.transform.GetComponent<Collider2D>());
 }
 /***************************************************************************************************************
  * makeDamageBoxApper() is called from animator controller. It instantiates a damage box that could collider with
  * player's rigidbody.
  ****************************************************************************************************************/
 private void makeDamageBoxApper()
 {
     damage = (GameObject)Instantiate(DamageBox, new Vector3(playerPos.x + adjustment.x, playerPos.y + adjustment.y, playerPos.z), transform.rotation);
     damage.GetComponent <EnemyDamage>().Char = GetComponent <Character>();
     Physics2D.IgnoreCollision(damage.GetComponent <Collider2D>(), GetComponent <Collider2D>());
 }
Beispiel #9
0
 // Use this for initialization
 void Start()
 {
     Physics2D.IgnoreCollision(Player.GetComponent <Collider2D> (), GetComponent <Collider2D> (), true);
 }
Beispiel #10
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    // Update is called once per frame
    void Update()
    {
        Enemypos = transform.position;



        if (groundCheck)
        {
            isGrounded = Physics2D.OverlapCircle(groundCheck.position, groundCheckRadius, isGroundLayer);
        }


        //if the player is on the ground

        //  rb.velocity = new Vector2(-speed, rb.velocity.y);


        if (isGrounded)
        {
            anim.SetBool("jump", false);
            if (jumps > 0)
            {
                shield = true;

                anim.SetBool("attack", false);
                rb.velocity = new Vector2(0, jumpForce);
                jumps      -= 1;
            }

            else if (shots > 0 && jumps <= 0)
            {
                shield = false;
                anim.SetBool("attack", false);
                rb.velocity = new Vector2(0, 0);

                if (projectile && projectileSpawnPoint)
                {
                    if (nextShot > 0)
                    {
                        nextShot -= 1;
                        anim.SetBool("attack", true);
                    }
                    if (nextShot <= 0)
                    {
                        Rigidbody2D temp = Instantiate(projectile, projectileSpawnPoint.position, projectileSpawnPoint.rotation);
                        Physics2D.IgnoreCollision(GetComponent <Collider2D>(), temp.GetComponent <Collider2D>(), true);
                        temp.AddForce(-projectileSpawnPoint.right * projectileForce, ForceMode2D.Impulse);
                        shots   -= 1;
                        nextShot = 80;
                    }
                }
            }
            else if (shots <= 0 && jumps <= 0)
            {
                rb.velocity = new Vector2(0, 0);
                jumps       = Random.Range(1, 10);
                shots       = 4;
            }

            if (health < 1)
            {
                Destroy(gameObject);
            }
        }
        if (!isGrounded)
        {
            anim.SetBool("jump", true);
            rb.velocity += Vector2.up * Physics2D.gravity.y * (fallSpeed - 1) * Time.deltaTime;
        }
    }
Beispiel #11
0
    public void OnCollisionEnter2D(Collision2D other)
    {
        //  print(other.gameObject.tag);
        //Physics2D.IgnoreCollision(thumbStop.GetComponent<Collider2D>(), GetComponent<Collider2D>());
        if (other.gameObject.tag == "key")
        {
            gameManager.levelScore += 1000;
            GameControl.control.key = true;
            Destroy(other.gameObject);
        }
        if (other.gameObject.tag == "timeStop")
        {
            gameManager.levelScore += 1000;
            AdventureBag.aBag.times++;
            Destroy(other.gameObject);
        }
        if (other.gameObject.tag == "life")
        {
            gameManager.levelScore += 1000;
            GameControl.control.lives++;
            Destroy(other.gameObject);
        }
        if (other.gameObject.tag == "zoom")
        {
            gameManager.levelScore += 1000;
            AdventureBag.aBag.zooms++;
            Destroy(other.gameObject);
        }
        if (other.gameObject.tag == "fly")
        {
            gameManager.levelScore += 1000;
            AdventureBag.aBag.flys++;
            Destroy(other.gameObject);
        }
        if (other.gameObject.tag == "ScoreAdder")
        {
            gameManager.levelScore += 1000;

            Destroy(other.gameObject);
        }

        if (other.gameObject.tag == "Chickie")
        {
            //   print("chickie");
            gameManager.levelScore *= 2;
            gameManager.Scoretextmultiplier.gameObject.SetActive(true);
            Invoke("hm", 2);
            Destroy(other.gameObject);
        }
        if (other.gameObject.tag == "lock")
        {
            if (GameControl.control.key)
            {
                Destroy(other.gameObject.transform.parent.gameObject);
            }
        }
        if (other.gameObject.tag == "wall" && !flyin)
        {
            if (other.contacts[0].otherCollider.transform.gameObject.name == "trysmt")
            {
                Physics2D.IgnoreCollision(thumbStop.GetComponentInChildren <Collider2D>(), other.gameObject.GetComponent <Collider2D>());
                //    print("Frantic");
                GetComponent <Animator>().SetBool("Frantic", true);
            }
            else
            {
                playerclicked = false;
                GetComponent <Animator>().SetBool("Dizzy", true);
                transform.Translate(normalizeToDirection(transform.position, other.collider) * 0.05f);
            }
        }

        if (other.gameObject.tag == ("Respawn"))
        {
            if (other.contacts[0].otherCollider.transform.gameObject.name == "trysmt")
            {
                Physics2D.IgnoreCollision(thumbStop.GetComponentInChildren <Collider2D>(), other.gameObject.GetComponent <Collider2D>());
            }
        }
        if (other.gameObject.tag == ("Finish"))
        {
            // print("hit");
            //Time.timeScale = 0f;
            //StartCoroutine(gameManager.screenPulse());
            if (gameManager.thisLevel.number % 5 != 4)
            {
                slowdown = false;
                GameManager.gameSpeed = 0;

                gameManager.gobackyn = false;
                if (other.contacts[0].otherCollider.transform.gameObject.name == "trysmt")
                {
                    Physics2D.IgnoreCollision(thumbStop.GetComponentInChildren <Collider2D>(), other.gameObject.GetComponent <Collider2D>());

                    gameManager.Finished(GameManager.FinishState.ALIVE, gameManager.Win);
                }
            }
            else if (gameManager.thisLevel.number % 5 == 4 && GameControl.control.key == true)
            {
                slowdown = false;
                GameManager.gameSpeed   = 0;
                GameControl.control.key = false;
                gameManager.gobackyn    = false;
                if (other.contacts[0].otherCollider.transform.gameObject.name == "trysmt")
                {
                    Physics2D.IgnoreCollision(thumbStop.GetComponentInChildren <Collider2D>(), other.gameObject.GetComponent <Collider2D>());

                    gameManager.Finished(GameManager.FinishState.ALIVE, gameManager.PhaseComplete);
                }
            }
            else
            {
                transform.Translate((transform.position - other.transform.position) * 0.2f);
            }
        }


        if (other.gameObject.tag == "laser" || (other.gameObject.tag == "spikes" && !flyin))
        {
            if (other.contacts[0].otherCollider.transform.gameObject.name == "trysmt")
            {
                Physics2D.IgnoreCollision(thumbStop.GetComponentInChildren <Collider2D>(), other.gameObject.GetComponent <Collider2D>());
                //    print("Frantic");
                GetComponent <Animator>().SetBool("Frantic", true);
            }
            else
            {
                playerclicked = false;
                if (!isdamaged)
                {
                    //Time.timeScale = (0);
                    isdamaged                = true;
                    playerclicked            = false;
                    slowdown                 = false;
                    GameManager.gameSpeed    = 0;
                    gameManager.maxGameSpeed = 0;

                    //Time.timeScale = 0f;
                    GetComponent <Animator>().SetBool("Dead", true);

                    // StartCoroutine(gameManager.screenShake());

                    if (GameControl.control.lives <= 0)
                    {
                        GameControl.control.LevelNumber = 0;
                        // Physics.IgnoreCollision(other.gameObject.GetComponent<Collider>(), GetComponent<Collider>());
                        Invoke("dotheInvoke", 1);
                        Physics2D.IgnoreCollision(other.gameObject.GetComponent <Collider2D>(), GetComponent <Collider2D>());

                        //  GameControl.control.lives = 3;
                    }
                    else
                    {
                        Invoke("dotheInvoke2", 1);



                        //  Physics.IgnoreCollision(other.gameObject.GetComponent<Collider>(), GetComponent<Collider>());
                        gameManager.gobackyn = true;
                        //GameControl.control.seedToLoad = gameManager.thisSeed;


                        // reloadLevel();
                    }
                }
            }
        }
        else
        {
            GetComponent <Animator>().SetBool("Frantic", false);
        }
    }
 // Start is called before the first frame update
 void Start()
 {
     numberOfHits = 3;
     Physics2D.IgnoreCollision(champion.GetComponent <Collider2D>(), GetComponent <Collider2D>());
 }
Beispiel #13
0
 // Use this for initialization
 void Start()
 {
     Physics2D.IgnoreCollision(platformCollider, platformTrigger, true);
 }
 void Start()
 {
     playerCollider = Player.Instance.GetComponent <BoxCollider2D>();
     Physics2D.IgnoreCollision(collisionPlatform, triggerPlatform, true);
     Physics2D.IgnoreCollision(collisionPlatform, GameObject.FindObjectOfType <Boss>().GetComponent <BoxCollider2D>(), true);
 }
Beispiel #15
0
    // Update is called once per frame
    void Update()
    {
        if (alive)
        {
            //Set isOnScreen appropriately
            if (Mathf.Abs(transform.position.x) < 8 && Mathf.Abs(transform.position.y) < 5)
            {
                isOnScreen = true;
            }


            //warning symbols
            //Draw ray from enemy to player
            Debug.DrawLine(transform.position, playerTransform.position);
            //warningSymbol = transform.GetChild(0).gameObject;
            //Only draw warning symbol if enemy is not visible, else destroy it
            if (isOnScreen == false)
            {
                //Calculate which side the line intersects with
                //Slope of line
                float   enemyPlayerLineSlope = (transform.position.y - playerTransform.position.y) / (transform.position.x - playerTransform.position.x);
                Vector2 enemyPosition        = new Vector2(transform.position.x, transform.position.y);
                Vector2 playerPosition       = new Vector2(playerTransform.position.x, playerTransform.position.y);
                //print(enemyPlayerLineSlope * 4.5);
                //Rectangle is 15.6 wide, 9 tall, centered at 0,0 (so half-values are 7.8 and 4.5)
                if (-4.5 <= enemyPlayerLineSlope * 7.8 && enemyPlayerLineSlope * 7.8 <= 4.5)
                {
                    //Left or right side?
                    if (transform.position.x > playerTransform.position.x)
                    {
                        //right side
                        warningSymbol.transform.position = LineIntersection(enemyPosition, playerPosition, new Vector2(7.8f, 4.5f), new Vector2(7.8f, -4.5f));
                    }
                    else if (transform.position.x < playerTransform.position.x)
                    {
                        //left side
                        warningSymbol.transform.position = LineIntersection(enemyPosition, playerPosition, new Vector2(-7.8f, 4.5f), new Vector2(-7.8f, -4.5f));
                    }
                    else
                    {
                        print("uh oh");
                    }
                }
                else
                {
                    //Top or bottom edge?
                    if (transform.position.y > playerTransform.position.y)
                    {
                        //top side
                        warningSymbol.transform.position = LineIntersection(enemyPosition, playerPosition, new Vector2(-7.8f, 4.5f), new Vector2(7.8f, 4.5f));
                    }
                    else
                    {
                        //bottom side
                        warningSymbol.transform.position = LineIntersection(enemyPosition, playerPosition, new Vector2(-7.8f, -4.5f), new Vector2(7.8f, -4.5f));
                    }
                }
                if (warningSymbol.transform.position == new Vector3(0, 0, 0))
                {
                    warningSymbol.GetComponent <SpriteRenderer>().enabled = false;
                }
            }
            else if (isOnScreen)
            {
                Destroy(warningSymbol);
            }


            // float z = transform.rotation.eulerAngles.z;
            transform.LookAt(GameObject.FindGameObjectWithTag("Player").transform.position);

            float playerX = GameObject.FindGameObjectWithTag("Player").transform.position.x;
            float playerY = GameObject.FindGameObjectWithTag("Player").transform.position.y;
            transform.rotation = Quaternion.Euler(0, 0, Mathf.Atan2(playerY - transform.position.y, playerX - transform.position.x));

            transform.Translate(Vector3.Normalize(GameObject.FindGameObjectWithTag("Player").transform.position - transform.position) * Time.deltaTime * speed);
            if (health <= 0)
            {
                death();
            }
        }
        if (transform.position.x > -8 && transform.position.x < 8 && transform.position.y < 4 && transform.position.y > -4)
        {
            foreach (GameObject g in GameObject.FindGameObjectsWithTag("Wall"))
            {
                Physics2D.IgnoreCollision(g.GetComponent <Collider2D>(), GetComponent <Collider2D>(), false);
            }
        }
    }
Beispiel #16
0
 void LateUpdate()
 {
     UpdateHealth();
     if (!Attacking && !hit)
     {
         float movement = Input.GetAxis("Horizontal");
         Animation(movement);
         if (Input.GetKeyDown(KeyCode.X))
         {
             if (!Grounded)
             {
                 if (!airAttack)
                 {
                     JumpAttackAnimation();
                     airAttack = true;
                     animator.SetBool("airAttack", true);
                     rb.velocity = new Vector2(JumpAttackSpeed * movement, rb.velocity.y / 2);
                 }
             }
             else
             {
                 AttackAnimation();
             }
         }
         if (Grounded)
         {
             rb.velocity = new Vector3(movement * MovementSpeed, rb.velocity.y);
         }
         else
         {
             rb.velocity = new Vector3((movement * MovementSpeed), rb.velocity.y);
         }
         if (Input.GetKeyUp(KeyCode.Z) && !Grounded)
         {
             if (Falling && !airAttack)
             {
                 rb.velocity = new Vector2(0, rb.velocity.y / 2);
                 Falling     = false;
             }
         }
     }
     else
     {
         if (attackTimeCounter > 0)
         {
             attackTimeCounter -= Time.deltaTime;
         }
         else
         {
             Attacking = false;
             animator.SetBool("attacking", false);
         }
     }
     if (knockBackTimeCounter > 0)
     {
         knockBackTimeCounter -= Time.deltaTime;
     }
     else
     {
         animator.SetBool("hit", false);
         hit = false;
     }
     if (postHitInvinvibilityCounter > 0)
     {
         postHitInvinvibilityCounter      -= Time.deltaTime;
         GetComponent <Renderer>().enabled = !GetComponent <Renderer>().enabled;
     }
     else
     {
         invincible = false;
         GetComponent <Renderer>().enabled = true;
         Physics2D.IgnoreCollision(GetComponent <Collider2D>(), lastEnemyCollider, false);
     }
 }
Beispiel #17
0
 // Use this for initialization
 void Start()
 {
     bc2d = GetComponent <Collider2D>();
     Physics2D.IgnoreCollision(ball.GetComponent <Collider2D>(), bc2d);
 }
Beispiel #18
0
 //Initialise
 void Start()
 {
     startPoint = this.gameObject.transform.position;
     shooter    = GameObject.FindGameObjectWithTag(shooterTag);
     Physics2D.IgnoreCollision(this.gameObject.GetComponent <Collider2D>(), shooter.gameObject.GetComponent <Collider2D>());
 }
Beispiel #19
0
 private void OnTriggerExit2D(Collider2D collider)
 {
     Physics2D.IgnoreCollision(collider, GetComponent <Collider2D>());
 }
 public void Init()
 {
     Physics2D.IgnoreCollision(l_shootingPlayer, GetComponent <Collider2D>());
 }
    protected virtual void Start()
    {
        Collider2D playerCollider = PlayerController.Instance.gameObject.GetComponent <Collider2D>();

        Physics2D.IgnoreCollision(GetComponent <Collider2D>(), playerCollider, true);
    }
    // Use this for initialization
    void Start()
    {
        GameObject wholeCat = GameObject.FindGameObjectWithTag("WholeCat");

        Physics2D.IgnoreCollision(this.GetComponent <Collider2D>(), wholeCat.GetComponent <Collider2D>());
    }
Beispiel #23
0
 private void Awake()
 {
     m_rigidbody2D = this.GetComponent <Rigidbody2D>();
     Physics2D.IgnoreCollision(this.GetComponent <Collider2D>(), GameObject.FindGameObjectWithTag("Gun").GetComponent <Collider2D>());
 }
Beispiel #24
0
    private IEnumerator shootProjectile()
    {
        shootstamp         = Time.time + timeBtwShots;
        doodooingSomething = true;
        Vector2 direction;

        whichAttack = Random.Range(0, whichAttackRange);

        switch (whichAttack)
        {
        case 3:
            state = State.fire;
            yield return(new WaitForSeconds(1f));

            for (int i = 0; i < 5; i++)
            {
                lavaAttack.Play();
                lockedOn = new Vector2(wizard.transform.position.x, -6.5f);
                yield return(new WaitForSeconds(0.3f));

                Projectile bullet = Instantiate(lavaBossAttack, lockedOn, transform.rotation).GetComponent <Projectile>();
            }
            break;

        case 2:
            for (int i = 0; i < 2; i++)
            {
                batAttack.Play();
                state     = State.water;
                direction = wizard.transform.position - transform.position;
                Projectile bullet = Instantiate(batBossAttack, transform.position, transform.rotation).GetComponent <Projectile>();
                bullet.GetComponent <Rigidbody2D>().velocity = direction * 3f;
                float angle = Mathf.Atan2(bullet.GetComponent <Rigidbody2D>().velocity.y, bullet.GetComponent <Rigidbody2D>().velocity.x) * Mathf.Rad2Deg;
                bullet.transform.rotation = Quaternion.AngleAxis(angle, Vector3.forward);

                yield return(new WaitForSeconds(0.6f));
            }
            break;

        case 1:
            for (int i = 0; i < 3; i++)
            {
                plantAttack.Play();
                state     = State.plant;
                direction = wizard.transform.position - transform.position;
                Projectile bullet = Instantiate(plantBossAttack, transform.position, transform.rotation).GetComponent <Projectile>();
                bullet.GetComponent <Rigidbody2D>().velocity = direction * 2f;
                float angle = Mathf.Atan2(bullet.GetComponent <Rigidbody2D>().velocity.y, bullet.GetComponent <Rigidbody2D>().velocity.x) * Mathf.Rad2Deg;
                bullet.transform.rotation = Quaternion.AngleAxis(angle, Vector3.forward);
                yield return(new WaitForSeconds(0.3f));
            }
            break;

        default:
            for (int i = 0; i < 1; i++)
            {
                state     = State.basic;
                direction = wizard.transform.position - transform.position;
                Projectile bullet = Instantiate(projectile, transform.position, transform.rotation).GetComponent <Projectile>();
                Physics2D.IgnoreCollision(bullet.gameObject.GetComponent <BoxCollider2D>(), coll);
                bullet.GetComponent <Rigidbody2D>().velocity = direction * 2f;
                float angle = Mathf.Atan2(bullet.GetComponent <Rigidbody2D>().velocity.y, bullet.GetComponent <Rigidbody2D>().velocity.x) * Mathf.Rad2Deg;
                bullet.transform.rotation = Quaternion.AngleAxis(angle, Vector3.forward);

                yield return(new WaitForSeconds(0.2f));
            }
            break;
        }
        doodooingSomething = false;
    }
Beispiel #25
0
 private void Start()
 {
     Physics2D.IgnoreCollision(GetComponent <Collider2D>(), midWall);
     Physics2D.IgnoreCollision(GetComponent <Collider2D>(), leftBorder);
     Physics2D.IgnoreCollision(GetComponent <Collider2D>(), rightBorder);
 }
Beispiel #26
0
    // Update is called once per frame
    void Update()
    {
        setDirection();

        if (inView && state != State.hurt && state != State.dead)
        {
            if (health <= 10f && angryMode && !angrierMode)
            {
                angrierMode = true;
                health      = 20f;
                timeBtwTP   = 3f;
                numberOfTri = 2;
            }
            if (health <= 10f && !angryMode)
            {
                angryMode        = true;
                health           = 20f;
                timeBtwShots     = 4f;
                whichAttackRange = 4;
                moveSpeed        = 8f;
            }
            if (Time.time >= tristamp && !doodooingSomething)
            {
                StartCoroutine(snare());
            }
            else if (Time.time >= sumstamp && !doodooingSomething && angryMode)
            {
                StartCoroutine(summonZombies());
            }
            else if (Time.time >= tpstamp && !doodooingSomething)
            {
                StartCoroutine(teleport());
            }
            else if (Time.time >= shootstamp && !doodooingSomething)
            {
                StartCoroutine(shootProjectile());
            }
            else if (!doodooingSomething)
            {
                movement();
            }
        }
        healthSlider.value = health;
        if (health <= 0)
        {
            state              = State.dead;
            witchisdead        = true;
            doodooingSomething = true;
            Physics2D.IgnoreCollision(wizard.gameObject.GetComponent <BoxCollider2D>(), coll);
            Physics2D.IgnoreCollision(wizard.gameObject.GetComponent <CircleCollider2D>(), coll);
            Physics2D.IgnoreCollision(toDisable.GetComponent <CircleCollider2D>(), coll);
            DestroyAllZombies();
            StartCoroutine(ifDead());
        }
        if (wizard.GetComponent <WizardController>().state == WizardController.State.dead)
        {
            inView             = false;
            state              = State.teleport;
            transform.position = spawn;
        }
        anim.SetInteger("state", (int)state);
        StartCoroutine(AnimationState());
    }
Beispiel #27
0
 protected void disableCollision(Collider2D col)
 {
     Physics2D.IgnoreCollision(this.col, col);
 }
Beispiel #28
0
    public void CharacterSoldier(int index)
    {
        GameObject Role = PhotonNetwork.Instantiate(StaticVar.Roles[GetRole + index], CreateRolePoint2.position, new Quaternion(0, 90, 0, 0), 0);

        //GameObject Role = PhotonNetwork.Instantiate(StaticVar.Roles[index], CreateRolePoint2.position, new Quaternion(0, 90, 0, 0), 0);

        //給標籤,用來分辨是否是自己的
        Role.tag = (pv.IsMine) ? "P1" : "P2";
        pv.RPC("AddTag", RpcTarget.All, Role.tag, Role.GetComponent <PhotonView>().ViewID);

        GameObject.Find("MainTower").tag = Role.tag;
        GameObject.Find("SideTower").tag = (Role.tag == "P2") ? "P1" : "P2";

        //忽略自己
        Physics2D.IgnoreCollision(Role.GetComponent <Collider2D>(), Role.GetComponent <Collider2D>());
        Physics2D.showColliderContacts = true;
        //忽略己方(P1或P2)
        GameObject[] P = GameObject.FindGameObjectsWithTag(Role.tag);
        foreach (GameObject g in P)
        {
            Physics2D.IgnoreCollision(Role.GetComponent <Collider2D>(), g.GetComponent <Collider2D>());
        }

        pv.RPC("RPCIgnoreMySildCollider", RpcTarget.All, false, Role.GetComponent <PhotonView>().ViewID);

        ////剛生成的時候,先忽略所遇到的塔
        Physics2D.IgnoreCollision(Role.GetComponent <Collider2D>(), GameObject.Find("MainTower").GetComponent <Collider2D>()); //自己畫面
        Physics2D.IgnoreCollision(Role.GetComponent <Collider2D>(), GameObject.Find("SideTower").GetComponent <Collider2D>()); //自己畫面
                                                                                                                               //pv.RPC("RPCIgnoreCollider", RpcTarget.All, true, Role.GetComponent<PhotonView>().ViewID,"");   //對方畫面,RPC的自己

        Role.transform.position = CreateRolePoint1.position;
        Role.transform.rotation = CreateRolePoint1.rotation;

        ////移動位置後,將對方塔打開,忽略自己塔(不要忽略對方塔)-自己的畫面
        //Physics2D.IgnoreCollision(Role.GetComponent<Collider2D>(), GameObject.Find("SideTower").GetComponent<Collider2D>(), false);
        //對方畫面,RPC的自己,不要忽略對方主塔

        //Debug.Log(Role.tag + "--------------------------------------------->" + pv.IsMine);
        //if (Role.tag == "P1")
        //{
        //    Physics2D.IgnoreCollision(Role.GetComponent<Collider2D>(), GameObject.Find("MainTower").GetComponent<Collider2D>());
        //}
        if (pv.IsMine)
        {
            pv.RPC("RPCIgnoreCollider", RpcTarget.All, false, Role.GetComponent <PhotonView>().ViewID, "MainTower");
            if (Role.tag == "P1")
            {
                Physics2D.IgnoreCollision(Role.GetComponent <Collider2D>(), GameObject.Find("SideTower").GetComponent <Collider2D>(), false);
            }
            //Physics2D.IgnoreCollision(Role.GetComponent<Collider2D>(), GameObject.Find("MainTower").GetComponent<Collider2D>(), false);
        }
        else
        {
            //pv.RPC("RPCIgnoreCollider", RpcTarget.All, false, Role.GetComponent<PhotonView>().ViewID, "SideTower");
            if (Role.tag == "P2")
            {
                Physics2D.IgnoreCollision(Role.GetComponent <Collider2D>(), GameObject.Find("SideTower").GetComponent <Collider2D>(), false);
            }
            //Physics2D.IgnoreCollision(Role.GetComponent<Collider2D>(), GameObject.Find("SideTower").GetComponent<Collider2D>(), false);
        }
    }
Beispiel #29
0
 // Start is called before the first frame update
 void Start()
 {
     gm = GameObject.FindWithTag("GM").GetComponent <GM>();
     Physics2D.IgnoreCollision(powerUp.GetComponent <Collider2D>(), GetComponent <Collider2D>());
 }
Beispiel #30
0
    // Update is called once per frame
    void Update()
    {
        if (finalKey2 != null)
        {
            Physics2D.IgnoreCollision(finalKey2.GetComponent <Collider2D> (), this.GetComponent <Collider2D> ());
        }

        Vector3 enemyPos = new Vector3(this.transform.position.x,
                                       this.transform.position.y,
                                       this.transform.position.z);

        Vector3 playerPos = new Vector3(player.transform.position.x,
                                        player.transform.position.y,
                                        player.transform.position.z);

        if (Vector3.Distance(this.transform.position, player.transform.position) < 400f)
        {
            shotCounter += Time.deltaTime;

            spriteTimer += Time.deltaTime * 2;

            enemyPos.y -= moveAmount * Time.deltaTime;

            moveTimer += Time.deltaTime;

            if (moveTimer >= 1)
            {
                moveAmount = -moveAmount;
                moveTimer  = 0;
            }

            if (enemyPos.x < playerPos.x)
            {
                if ((int)spriteTimer % 2 == 1)
                {
                    this.GetComponent <SpriteRenderer> ().sprite = standingRight;
                }

                if ((int)spriteTimer % 2 == 0)
                {
                    this.GetComponent <SpriteRenderer> ().sprite = flyingRight;
                }
            }

            if (enemyPos.x > playerPos.x)
            {
                if ((int)spriteTimer % 2 == 1)
                {
                    this.GetComponent <SpriteRenderer> ().sprite = standingLeft;
                }

                if ((int)spriteTimer % 2 == 0)
                {
                    this.GetComponent <SpriteRenderer> ().sprite = flyingLeft;
                }
            }

            if (shotCounter >= 1.5f)
            {
                timeToSpawnMinions = true;
                shotCounter        = 0.0f;
            }

            if (timeToSpawnMinions == true)
            {
                GameObject specialLavaClone = (GameObject)Instantiate(specialLava);

                timeToSpawnMinions = false;

                Vector3 clonePos = new Vector3(specialLavaClone.transform.position.x,
                                               specialLavaClone.transform.position.y,
                                               specialLavaClone.transform.position.z);

                clonePos.x = enemyPos.x;
                clonePos.y = enemyPos.y;
                specialLavaClone.transform.position = clonePos;

                Physics2D.IgnoreCollision(this.GetComponent <Collider2D> (), specialLavaClone.GetComponent <Collider2D> ());
            }
        }

        if (health <= 0)
        {
            Destroy(this.gameObject);
        }

        if (GameObject.Find("transitionStart1").GetComponent <transitionStartManager> ().playerTouchedTransition == true)
        {
            Destroy(this.gameObject);
        }

        if (GameObject.Find("transitionStart2").GetComponent <transitionStartManager> ().playerTouchedTransition == true)
        {
            Destroy(this.gameObject);
        }

        if (GameObject.Find("transitionStart3").GetComponent <transitionStartManager> ().playerTouchedTransition == true)
        {
            Destroy(this.gameObject);
        }

        if (GameObject.Find("transitionStart4").GetComponent <transitionStartManager> ().playerTouchedTransition == true)
        {
            Destroy(this.gameObject);
        }

        if (GameObject.Find("transitionStart5").GetComponent <lockedTransitionStartManager> ().playerTouchedTransition == true)
        {
            Destroy(this.gameObject);
        }

        if (GameObject.Find("transitionStart5").GetComponent <lockedTransitionStartManager> ().playerTouchedTransition == true)
        {
            Destroy(this.gameObject);
        }

        if (GameObject.Find("transitionStart6").GetComponent <transitionStartManager> ().playerTouchedTransition == true)
        {
            Destroy(this.gameObject);
        }

        if (GameObject.Find("transitionStart7").GetComponent <transitionStartManager> ().playerTouchedTransition == true)
        {
            Destroy(this.gameObject);
        }

        if (GameObject.Find("transitionStart8").GetComponent <transitionStartManager> ().playerTouchedTransition == true)
        {
            Destroy(this.gameObject);
        }

        if (GameObject.Find("transitionStart9").GetComponent <transitionStartManager> ().playerTouchedTransition == true)
        {
            Destroy(this.gameObject);
        }

        if (GameObject.Find("transitionStart10").GetComponent <lockedTransitionStartManager> ().playerTouchedTransition == true)
        {
            Destroy(this.gameObject);
        }

        if (GameObject.Find("transitionStart11").GetComponent <transitionStartManager> ().playerTouchedTransition == true)
        {
            Destroy(this.gameObject);
        }

        if (GameObject.Find("transitionStart12").GetComponent <transitionStartManager> ().playerTouchedTransition == true)
        {
            Destroy(this.gameObject);
        }

        if (GameObject.Find("transitionStart13").GetComponent <transitionStartManager> ().playerTouchedTransition == true)
        {
            Destroy(this.gameObject);
        }



        if (GameObject.Find("Player").GetComponent <playerMove> ().RM1Checkpoint == true)
        {
            Destroy(this.gameObject);
        }

        if (GameObject.Find("Player").GetComponent <playerMove> ().RM2CheckpointL == true)
        {
            Destroy(this.gameObject);
        }

        if (GameObject.Find("Player").GetComponent <playerMove> ().RM2CheckpointR == true)
        {
            Destroy(this.gameObject);
        }

        if (GameObject.Find("Player").GetComponent <playerMove> ().RM4CheckpointL == true)
        {
            Destroy(this.gameObject);
        }

        if (GameObject.Find("Player").GetComponent <playerMove> ().RM4CheckpointR == true)
        {
            Destroy(this.gameObject);
        }

        if (GameObject.Find("Player").GetComponent <playerMove> ().RM6CheckpointL == true)
        {
            Destroy(this.gameObject);
        }

        if (GameObject.Find("Player").GetComponent <playerMove> ().RM6CheckpointR == true)
        {
            Destroy(this.gameObject);
        }

        if (GameObject.Find("Player").GetComponent <playerMove> ().RM7CheckpointL == true)
        {
            Destroy(this.gameObject);
        }

        if (GameObject.Find("Player").GetComponent <playerMove> ().RM7CheckpointR == true)
        {
            Destroy(this.gameObject);
        }

        if (GameObject.Find("Player").GetComponent <playerMove> ().RM8CheckpointL == true)
        {
            Destroy(this.gameObject);
        }

        if (GameObject.Find("Player").GetComponent <playerMove> ().RM8CheckpointR == true)
        {
            Destroy(this.gameObject);
        }

        if (GameObject.Find("Player").GetComponent <playerMove> ().RM9CheckpointL == true)
        {
            Destroy(this.gameObject);
        }

        if (GameObject.Find("Player").GetComponent <playerMove> ().RM9CheckpointR == true)
        {
            Destroy(this.gameObject);
        }

        if (GameObject.Find("Player").GetComponent <playerMove> ().RM10CheckpointL == true)
        {
            Destroy(this.gameObject);
        }

        if (GameObject.Find("Player").GetComponent <playerMove> ().RM10CheckpointR == true)
        {
            Destroy(this.gameObject);
        }

        if (GameObject.Find("Player").GetComponent <playerMove> ().RM11CheckpointL == true)
        {
            Destroy(this.gameObject);
        }

        if (GameObject.Find("Player").GetComponent <playerMove> ().Boss1CheckpointL == true)
        {
            Destroy(this.gameObject);
        }

        if (GameObject.Find("Player").GetComponent <playerMove> ().Boss2CheckpointL == true)
        {
            Destroy(this.gameObject);
        }

        if (GameObject.Find("Player").GetComponent <playerMove> ().Boss3CheckpointL == true)
        {
            Destroy(this.gameObject);
        }

        this.transform.position = enemyPos;
    }