private void Update() { if (playerHealth <= 0) { player.Die(); } }
// Update is called once per frame void Update() { if (PlayerHealthcount == 0) { PlayerDeath.Die(); } }
private void OnCollisionStay(Collision other) { PlayerDeath playerDeath = other.gameObject.GetComponent <PlayerDeath>(); if (playerDeath != null) { playerDeath.Die(); } }
/* * private void OnCollisionEnter2D(Collision2D collision) * { * if(collision.collider.tag == "Player") * { * Debug.Log("collided with player"); * if(GameManager.manager.invincible <= 0) * { * player_death.Die(); * } * else * { * Die(); * } * } * if(collision.collider.tag == "PlayerProjectile") * { * Die(); * } * } * * private void OnCollisionStay2D(Collision2D collision) * { * if (collision.collider.tag == "Player") * { * Debug.Log("touching player"); * if (GameManager.manager.invincible <= 0) * { * player_death.Die(); * } * else * { * Die(); * } * } * if (collision.collider.tag == "PlayerProjectile") * { * Die(); * } * } */ private void OnTriggerEnter2D(Collider2D collision) { if (collision.tag == "Player") { if (!GameManager.manager.dead && !GameManager.manager.movingReset) { if (GameManager.manager.invincible <= 0) { player_death.Die(); } else { Die(); } } } if (collision.tag == "PlayerProjectile") { Die(); } }
private void OnTriggerEnter2D(Collider2D collision) { if (collision.tag == "Player") { //hit player player_death.Die(); } else if (collision.tag == "PlayerProjectile") { //get ienemy take dmg? boss.Take_Dmg(); } }
private void Attack() { attackTimer = Random.Range(-attackRate * attackVariance, 0); //these next 2 lines are referencing drag-and-drop fields that I drag the animations and sounds to using the serializeFields from lines 12-13. gunSound.Play(); gunFlash.Play(); playerHealth.TakeDamage(attackDamage); if (playerHealth.currentHealth < 1) { death.Die(); } //get a physical bullet from the pool that is not in use GameObject currentBullet = PoolingManager.Instance.GetBullet(); //put bullet in front of firepoint. currentBullet.transform.position = FirePoint.transform.position + FirePoint.transform.forward; currentBullet.transform.forward = (FirePoint.transform.forward); }
private void Update() { myIsJumping = myPlayerInput.IsJumping(); myIsQuitting = myPlayerInput.IsQuitting(); myHasCollided = myPlayerCollision.HasCollided(); if (myIsQuitting) { Application.Quit(); } if (myHasCollided) { myPlayerCollision.ResetCollided(); myCamera.TriggerShake(myShakeDurationRocks, myShakeMagnitudeRocks); if (!myGrounded && myAirMovement.y < 0) { myPlayerJump.Bounce(ref myAirMovement, myJumpForce); return; } myPlayerDeath.Die(); myCurrentSpeed = myBaseSpeed; mySplineManager.ResetAllSplines(); ResetSpline(); } if (myGrounded) { myPlayerBobbing.Bob(); if (myIsJumping) { myPlayerJump.Jump(myCurrentPoints, myPointsIndex, myJumpForce, myCurrentSpeed, ref myAirMovement); ResetSpline(); return; } if (!myPlayerSpline.SplineMovement(myCurrentPoints, ref myCurrentSpeed, ref myPointsIndex, ref mySplineT, myGravity, myBoost)) { myPlayerSpline.ReleaseSpline(myCurrentPoints, myCurrentSpeed, ref myAirMovement, myPointsIndex); ResetSpline(); } return; } myPlayerAir.AirMovement(myGravity, ref myAirMovement); if (myIsJumping) { myPlayerBackflip.Backflip(myFlipRotationSpeed); } else { myPlayerAir.AirRotation(myRotationResetSpeed); } if (myAirMovement.y < 0) { if (myPlayerSpline.AttemptToCatchSpline(mySplineManager, myReach, ref myTooCloseToOldSpline, ref myPointsIndex, ref myCurrentPoints, ref myOldPoints, ref myBoost)) { myCamera.TriggerShake(myShakeDurationSplines, myShakeMagnitudeSplines); myGrounded = true; mySplineT = 0; } } }