Beispiel #1
0
    private void SwordAttack()
    {
        if (hasSword && Input.GetKeyDown(KeyCode.LeftShift) && swordTimer == 0.2f)
        {
            PlayASound(SwordSwingClip, ChangeVolume.soundVolume);
            sword.SetActive(false);
            SwordWhileSwinging.SetActive(true);
            startSwordTimer = true;
            if (swordTimer <= 0)
            {
                sword.SetActive(true);
                SwordWhileSwinging.SetActive(false);
                swordTimer = 0.2f;
            }
        }
        if (startSwordTimer)
        {
            swordTimer -= Time.deltaTime;
        }

        if (swordTimer <= 0)
        {
            sword.SetActive(true);
            SwordWhileSwinging.SetActive(false);
            startSwordTimer = false;
            swordTimer      = 0.2f;
        }
    }
Beispiel #2
0
 private void SwordAttack()
 {
     if (hasSword && Input.GetKeyDown(KeyCode.E))
     {
         sword.SetActive(false);
         SwordWhileSwinging.SetActive(true);
     }
     else if (hasSword && Input.GetKeyUp(KeyCode.E))
     {
         sword.SetActive(true);
         SwordWhileSwinging.SetActive(false);
     }
 }
Beispiel #3
0
    //if player colldes with ground set animator bool and script bool to true.
    private void OnCollisionEnter2D(Collision2D c)
    {
        if (c.gameObject.tag == "SwordAttackPowerUp")
        {
            //I am still working on the Swords function.
            //GameObject swordWeapon = Instantiate(sword, shotSpawn.position, Quaternion.identity);
            hasSword    = true;
            hasLaserGun = false;
            sword.SetActive(true);
            LaserGun.SetActive(false);
            Destroy(c.gameObject);
        }

        if (c.gameObject.tag == "LaserGun")
        {
            Destroy(c.gameObject);
            hasSword    = false;
            hasLaserGun = true;
            LaserGun.SetActive(true);
            sword.SetActive(false);
            SwordWhileSwinging.SetActive(false);
            //Instantiate(LaserGun, shotSpawn.position, shotSpawn.rotation);
        }

        if (c.gameObject.tag == "Armour" && ArmourBar.armourAmount < 3)
        {
            ArmourBar.armourAmount = ArmourBar.armourAmount + 1;
            Destroy(c.gameObject);
        }

        if (c.gameObject.tag == "Ground")
        {
            onGround = true;
            anim.SetBool("onGround", true);
        }

        //loads gameOver scene when the player dies.
        if (c.gameObject.tag == "Enemy" || c.gameObject.tag == "EProjectile")
        {
            //EnemyFlyingDrones are listed as a projectile meaning they and other projectiles will be
            //destroyed when they touch the player
            if (c.gameObject.tag == "EProjectile")
            {
                Destroy(c.gameObject);
            }
            //NOTE MUST ADD TEMP INVINCIBILITY
            if (!hasArmour)
            {
                Health.life--;
            }
            else if (hasArmour)
            {
                ArmourBar.armourAmount--;
            }
        }

        if (c.gameObject.tag == "CherryPowerUp")
        {
            speed = speed + 5;
            Destroy(c.gameObject);
        }

        if (c.gameObject.tag == "InvisiblePotion")
        {
            playerSpriteRenderer.color = new Color(1f, 1f, 1f, 0.5f);
            isInvisable = true;
            Destroy(c.gameObject);
            StartCoroutine(waitAndTurnOffInvisibility());
        }

        //sets the firepower attack bool true.
        if (c.gameObject.tag == "StrawBerry")
        {
            firePower = true;
        }

        if (c.gameObject.tag == "Pie")
        {
            Health.life++;
            Destroy(c.gameObject);
        }
    }
Beispiel #4
0
    //if player colldes with ground set animator bool and script bool to true.
    private void OnCollisionEnter2D(Collision2D c)
    {
        if (c.gameObject.tag == "SwordAttackPowerUp")
        {
            hasSword    = true;
            hasLaserGun = false;
            sword.SetActive(true);
            LaserGun.SetActive(false);
            Destroy(c.gameObject);
            PlayASound(gotPowerUpClip, ChangeVolume.soundVolume);
        }

        if (c.gameObject.tag == "Ground")
        {
            onGround = true;
            anim.SetBool("onGround", true);
        }

        if (c.gameObject.CompareTag("MovingPlatform"))
        {
            Debug.Log("on platform");
            onGround = true;
            anim.SetBool("onGround", true);
            myTransform.parent = c.gameObject.transform;
        }

        if (c.gameObject.tag == "LaserGun")
        {
            Destroy(c.gameObject);
            hasSword    = false;
            hasLaserGun = true;
            LaserGun.SetActive(true);
            sword.SetActive(false);
            SwordWhileSwinging.SetActive(false);
            PlayASound(gotPowerUpClip, ChangeVolume.soundVolume);
            //Instantiate(LaserGun, shotSpawn.position, shotSpawn.rotation);
        }

        if (c.gameObject.tag == "Armour")
        {
            if (ArmourBar.armourAmount <= 3)
            {
                ArmourBar.armourAmount = ArmourBar.armourAmount + 1;
            }
            Destroy(c.gameObject);
            PlayASound(gotPowerUpClip, ChangeVolume.soundVolume);
        }

        if (!isInvinsable && (c.gameObject.CompareTag("Enemy") || c.gameObject.CompareTag("EProjectile")))
        {
            //starts the coroutine that makes the player invinsible
            StartCoroutine(TempInvinsibility());
            //projectiles will be destroyed when they touch the player
            if (c.gameObject.tag == "EProjectile")
            {
                Destroy(c.gameObject);
            }

            if (c.gameObject.CompareTag("Enemy"))
            {
                anim.SetBool("onGround", true);
            }

            if (!hasArmour)
            {
                Health.life--;
            }
            else if (hasArmour)
            {
                ArmourBar.armourAmount--;
            }
        }

        if (c.gameObject.tag == "Blockman")
        {
            startCountdownTillDeath = true;
            rb.velocity             = new Vector3(0, 0, 0);
            myTransform.localScale  = new Vector3(myTransform.localScale.x, 3.5f,
                                                  myTransform.localScale.z);
            anim.enabled = false;
        }

        if (c.gameObject.tag == "CherryPowerUp")
        {
            speed = speed + 2;
            Destroy(c.gameObject);
            PlayASound(gotPowerUpClip, ChangeVolume.soundVolume);
        }

        if (c.gameObject.tag == "Invincible")
        {
            playerSpriteRenderer.color = new Color(1f, 1f, 1f, 0.5f);
            isInvinsable = true;
            PlayASound(gotPowerUpClip, ChangeVolume.soundVolume);
            Destroy(c.gameObject);
            StartCoroutine(waitAndTurnOffInvinsibility());
        }

        if (c.gameObject.tag == "Gem")
        {
            Gem gem = c.gameObject.GetComponent <Gem>();

            if (gem)
            {
                points += gem.Points;
                Destroy(c.gameObject);
                PlayASound(gemPickUpClip, ChangeVolume.soundVolume);
            }
        }
    }