void OnTriggerEnter2D(Collider2D coll)
 {
     if (coll.gameObject.tag == "Player")
     {
         Debug.Log("Hit");
         AudioSource.PlayClipAtPoint(kollisionGruenAudio, transform.position);
         thePowerUpManager.ActivatePowerUp(doublePoints, powerUpLength);
     }
     if (coll.gameObject.tag == "Geschosse")
     {
         Debug.Log("Hit");
         AudioSource.PlayClipAtPoint(kollisionGruenAudio, transform.position);
         thePowerUpManager.ActivatePowerUp(doublePoints, powerUpLength);
     }
     gameObject.SetActive(false);
 }
Beispiel #2
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 void OnDestroy()
 {
     if (pum != null && time > delay)
     {
         //Si se destruye con la espada activa el azul
         if (ralentizador.GetTime() > 0)
         {
             pum.ActivatePowerUp("PowerUpBlue");
         }
         //Si explota activa el v erde
         else
         {
             pum.ActivatePowerUp("PowerUpGreen");
         }
     }
 }
Beispiel #3
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 void Update()
 {
     time += Time.deltaTime;
     if (pum != null)
     {
         // Si contador llega al número necesario de bloqueos, se activa el PowerUp
         if (cont == numBlocks)
         {
             pum.ActivatePowerUp("PowerUpRed");
             cont = 0;
         }
         // Si has hecho un bloqueo y aun no es numBlocks, se aumenta el tiempo de reset
         if (cont > 0 && antcont != cont && cont < numBlocks)
         {
             antcont = cont;
             time    = 0;
         }
         // Si no das nuevos bloqueos antes de que se acabe el tiempo, se resetea la cuenta
         if (reset <= time && cont < numBlocks)
         {
             cont    = 0;
             antcont = -1;
         }
     }
 }
 void OnTriggerEnter2D(Collider2D other)
 {
     if (other.name == "Player")
     {
         thePowerUpManager.ActivatePowerUp(speedBoost, safeMode, powerUpLenght);
     }
     gameObject.SetActive(false);
 }
 void OnTriggerEnter2D(Collider2D other)
 {
     if (other.gameObject.CompareTag("Player"))
     {
         thePowerUpManager.ActivatePowerUp(doublePoints, coinMagnet);
     }
     gameObject.SetActive(false);
 }
Beispiel #6
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 void OnTriggerEnter2D(Collider2D other)
 {
     if (other.name == "Player")
     {
         thePowerUpManager.ActivatePowerUp(doublePoints, safeMode, powerUpTime);
     }
     gameObject.SetActive(false);
 }
Beispiel #7
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 void OnTriggerEnter2D(Collider2D other)
 {
     if (other.name == "Player")
     {
         _pum.ActivatePowerUp(_doublePoints, _duration);
     }
     gameObject.SetActive(false);
 }
 void OnTriggerEnter2D(Collider2D other)
 {
     //El jugador detecta que es un rayo amarillo y activa el powerup amarillo
     if (pum != null && other.GetComponent <FlasherRay>() != null)
     {
         pum.ActivatePowerUp("PowerUpYellow");
     }
 }
Beispiel #9
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 //Cuando una bala morada (prestbullet) entra al trigger de la espada y el bloqueo esta activo , se activa el morado
 //Se desactiva automaticamente para que se pueda volver a activar el morado al bloquear otra bala morada
 void OnTriggerEnter2D(Collider2D collision)
 {
     parry = GetComponent <Bloqueo>();
     if (collision.gameObject.GetComponent <PrestBullet>() != null && parry.enabled)
     {
         pum.ActivatePowerUp("PowerUpPurple");
         this.enabled = false;
     }
 }
    void OnTriggerEnter2D(Collider2D coll)
    {
        // if(SceneManager.GetActiveScene().name == "play"){
        if (coll.gameObject.tag == "Obstacle")
        {
            ObstacleChildBehaviour obs = coll.gameObject.GetComponent <ObstacleChildBehaviour>() as ObstacleChildBehaviour;
            if (!obs.GetPassable())//obstacle is not passable
            {
                if (SceneManager.GetActiveScene().name == "tutorial")
                {// if tutorial is ongoing
                    GameObject p = Instantiate(playerExplosionParticles, this.transform.position, this.transform.rotation);
                    Destroy(p, 3);

                    TutorialManager tm = GameObject.Find("TutorialManager").GetComponent <TutorialManager>();
                    smashCount = 0;
                    tm.RestartObstaclesTutorial();
                    return;
                }
                if (PowerUpManager.powerUpActive == false)
                { //kill the player
                    GameObject p = Instantiate(playerExplosionParticles, this.transform.position, this.transform.rotation);
                    Destroy(p, 3);
                    GameManager g = GameObject.Find("GameManager").GetComponent <GameManager>();
                    g.EndGame();
                }
                else
                { //player still has life, because power up is active thus disable the powerup
                    Destroy(Instantiate(obstacleBurst, obs.transform.position, obs.transform.rotation), 1.5f);
                    obs.gameObject.SetActive(false);
                    powerUpManager.DisableAdvantages();
                    GameManager.IncreaseScore(1);
                }
            }
            else
            {     //obstacle is passable
                if (SceneManager.GetActiveScene().name == "tutorial")
                { //if tutorial is ongoing
                    smashCount++;
                    if (smashCount >= 5)
                    {
                        TutorialManager tm = GameObject.Find("TutorialManager").GetComponent <TutorialManager>();
                        tm.EndTutorial();
                    }
                }
                Destroy(Instantiate(obstacleBurst, obs.transform.position, obs.transform.rotation), 1.5f);
                obs.gameObject.SetActive(false);
                GameManager.IncreaseScore(1);
            }
        }
        else if (coll.gameObject.tag == "PowerUp")
        { //player has collided with a power up
            GetComponent <AudioSource>().PlayOneShot(powerUpAudioClip);
            coll.gameObject.SetActive(false);
            powerUpManager.ActivatePowerUp();
            Destroy(coll.gameObject);
        }
    }
Beispiel #11
0
    // metodo que llama al powerUp manager para activar el powerUp
    public void ActivatePowerUp()
    {
        string newPowerUp;

        if (!IsEmpty())
        {
            newPowerUp = myPowerUp.ToString();
            PowerUpAppears(false);
            pum.ActivatePowerUp(newPowerUp);
            myPowerUp = powerUp.Empty;
        }
    }
 void OnTriggerEnter2D(Collider2D other)
 {
     if (other.name == "Hero")
     {
         //ThePowerUpManager.ActivatePowerUp (PowerTime);
         projectile.SetActive(true);
         Destroy(gameObject);
         //PowerTime -= Time.deltaTime;
         ThePowerUpManager.ActivatePowerUp(PowerTime);
     }
     //gameObject.SetActive(false);
 }
Beispiel #13
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    private void OnTriggerEnter2D(Collider2D other)
    {
        if (other.gameObject.name == "WeeMan")
        {
            if (payDay == true)
            {
                //Animate pop and play sound
                GameObject burstAnimation = Instantiate(CircleBurst, transform.position, Quaternion.identity) as GameObject;
                burstAnimation.GetComponent <SpriteRenderer>().color = Color.yellow;
                powerUpManagerRef.ActivatePowerUp("payDay", powerUpDuration);
                gameObject.SetActive(false);
            }

            else if (noSpikes == true)
            {
                //Animate pop and play sound
                GameObject burstAnimation = Instantiate(CircleBurst, transform.position, Quaternion.identity) as GameObject;
                burstAnimation.GetComponent <SpriteRenderer>().color = Color.red;
                powerUpManagerRef.ActivatePowerUp("noSpikes", powerUpDuration);
                gameObject.SetActive(false);
            }
        }
    }
Beispiel #14
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    void OnCollisionEnter2D(Collision2D info)
    {
        GameObject other = info.gameObject;

        if (other.layer != playerLayer)
        {
            Debug.Log("Un power-up se ha chocado con algo distinto al jugador."
                      + " Debes tener mal la configuración de las capas de colisión.");
            return;
        }

        PowerUpManager pum = other.GetComponent <PowerUpManager> ();

        if (pum == null)
        {
            Debug.Log("Jugador sin gestor de power-ups."
                      + " Se ignora el power-up conseguido.");
        }
        else
        {
            pum.ActivatePowerUp(powerUpName);
        }
    }