void Start()
 {
     controller       = GetComponent <InputController> ();
     collisionInfo    = GetComponent <PlayerCollisionInfo> ();
     actionController = GetComponent <ActionController> ();
     positionPrevious = new Vector2(transform.position.x, transform.position.y);
 }
 //Also, the enemies deal damage directly to the player if they touch them
 //Coldier not working at ALL
 void OnTriggerEnter2D(Collider2D activator)
 {
     Debug.Log("HIT");
     if (activator.CompareTag("PlayerCollision"))
     {
         //If player not invincible (need to add this)
         //Should only bounce back in straight directions
         PlayerCollisionInfo P        = activator.GetComponent <PlayerCollisionInfo>();
         PlayerControl       pControl = P.myPlayerControl;//Force for the push, might be changed in the future
         //I migrated everything over to the player, so that other objects can also deal knockback
         pControl.EnemyCollision(transform.position, -1);
         //if(!pControl.invincibility) {
         //pControl.invincibility = true;//Needs to also pause the player
         //pControl.invincibilityTime = pControl.maxInvincibilityTime;
         //Rigidbody2D rb = P.myPlayer.GetComponent<Rigidbody2D>();
         //Vector3 vectorFromMonsterToPlayer = activator.transform.position - transform.position;
         //vectorFromMonsterToPlayer.Normalize();
         //Vector2 my2Dvector = new Vector2(vectorFromMonsterToPlayer.x, vectorFromMonsterToPlayer.y );
         //Vector2 myVector = CalculateVector(vectorFromMonsterToPlayer);
         //rb.velocity = myVector * pControl.force;
         //Force needs to be stopped in the future
         //P.myHeartSystem.TakenDamage(-1);
         //}
     }
 }
    void OnTriggerEnter2D(Collider2D activator)
    {
        if (activator.CompareTag("PlayerCollision"))
        {
            //The player takes damage unless their shield is up, and the fireball is destroyed
            if (activator.transform.eulerAngles.z == 90f)
            {
            }
            else
            {
                //Deals damage to the player (1/2 or 1?)
                PlayerCollisionInfo P        = activator.GetComponent <PlayerCollisionInfo>();
                PlayerControl       pControl = P.myPlayerControl;
                pControl.EnemyCollision(transform.position, -1);
            }

            Destroy(this.gameObject);
        }
    }
Ejemplo n.º 4
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 public override void Start()
 {
     collisions = new PlayerCollisionInfo();
     base.Start();
 }
Ejemplo n.º 5
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 private void Awake()
 {
     _mouseInput      = Camera.main.GetComponent <MouseInput>();
     _rigidbody       = GetComponent <Rigidbody2D>();
     _playerCollision = GetComponent <PlayerCollisionInfo>();
 }
Ejemplo n.º 6
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 private void Start()
 {
     _rigidbody           = GetComponent <Rigidbody2D>();
     _playerCollisionInfo = GetComponent <PlayerCollisionInfo>();
     _audioSource         = GetComponent <AudioSource>();
 }