void OnTriggerEnter2D(Collider2D hit)
 {
     if (hit.CompareTag("Star"))
     {
         totalStars++;
         playerInventoryDisplay.OnChangeStarTotal(totalStars);
         Destroy(hit.gameObject);
     }
 }
Beispiel #2
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 void OnTriggerEnter2D(Collider2D hit)
 {
     if (hit.CompareTag("Coin"))
     {
         totalStars++;
         UpdateStarText();
         Destroy(hit.gameObject);
     }
     else if (hit.CompareTag("Banana"))
     {
         totalHp++;
         playerInventoryDisplay.OnChangeStarTotal(totalHp);
         Destroy(hit.gameObject);
     }
     if (hit.CompareTag("Coconut"))
     {
         carryingStar = true;
         UpdateStarImage();
         Destroy(hit.gameObject);
     }
 }
Beispiel #3
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 public void AddStar()
 {
     starTotal++;
     playerInventoryDisplay.OnChangeStarTotal(starTotal);
 }
Beispiel #4
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 // Start is called just before any of the Update methods is called the first time
 void Start()
 {
     playerInventoryDisplay = GetComponent <PlayerInventoryDisplay>();
     playerInventoryDisplay.OnChangeStarTotal(starTotal);
 }
Beispiel #5
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 //------------------------
 // Ensure UI display matches this initial state
 // of whether we are carrying a star or not
 void Start()
 {
     playerInventoryDisplay.OnChangeStarTotal(totalStars);
 }
Beispiel #6
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 //------------------------
 // Ensure UI display matches this initial state
 // of whether we are carrying a star or not
 void Start()
 {
     playerInventoryDisplay.OnChangeCarryingStar(carryingStar);
     playerInventoryDisplay.OnChangeStarTotal(totalStars);
 }
 //----------------------------------
 // get reference to display scripted instance object
 // and tell it to display the inital 'starTotal'
 void Start()
 {
     playerInventoryDisplay = GetComponent<PlayerInventoryDisplay>();
     playerInventoryDisplay.OnChangeStarTotal(starTotal);
 }
Beispiel #8
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 void Start()
 {
     playerInventoryDisplay.OnChangeStarTotal(starTotal);
 }