Ejemplo n.º 1
0
    void OnCollisionEnter2D(Collision2D col)
    {
        bool bullz = false;

        if (col.transform.tag == "Obstacle")
        {
            BaseScore   /= 4;
            _obstacleHit = true;
            _effectManager.PlaySFX(AudioClip);
            //Debug.Log("House hit new base score - " +BaseScore );
        }
        if (col.transform.tag == "Finish")
        {
            //Debug.Log("Drop Object Hit");
            if (col.transform.position.x > this.transform.position.x - 0.15f &&
                col.transform.position.x < this.transform.position.x + 0.15f &&
                !_obstacleHit)
            {
                BaseScore *= 2;
                bullz      = true;
                //Debug.Log("Bullz eye");
            }

            float score = BaseScore * _dropHeigh;
            //Debug.Log("Score calc " + BaseScore + " * " + _dropHeigh + " = " + score);
            ScoreText_script sc = Instantiate(ScoreTextPrefab, this.transform.position, Quaternion.identity,
                                              this.transform.parent);
            sc.Config(bullz, score);
            _scoreMananger.AddScore(score);
            Destroy(this.gameObject);
        }
    }
Ejemplo n.º 2
0
 void OnCollisionEnter2D(Collision2D col)
 {
     if (col.transform.tag == "Obstacle" && !_gameController.IsGameOver && !_noColide)
     {
         _dropper.DmgDrop();
         EffectManager.PlaySFX(AudioClip);
         ScoreText_script st = Instantiate(ScoreTextPrefab, this.transform.position, Quaternion.identity,
                                           _dropper.DroppObjectHolder);
         st.Config(false, HitPenelaty);
         Physics2D.IgnoreLayerCollision(9, 10, true);
         //sound effect etc
         _scoreMananger.AddScore(HitPenelaty);
         StartCoroutine("InvisiFrames");
     }
 }