public IEnumerator Replace(Collider2D collision)
    {
        transitSystem.SetTrigger("TransitIn");
        yield return(new WaitForSeconds(0.15f));

        collision.transform.position = playerSpawn.position;
        DataPlayerChange playerHealth = collision.transform.GetComponent <DataPlayerChange>();

        playerHealth.TakeDamage(10);
    }
Example #2
0
 private void OnCollisionEnter2D(Collision2D collision)
 {
     if (collision.transform.CompareTag("Player"))
     {
         HitDetection();
         StartCoroutine(Change());
         DataPlayerChange playerHealth = collision.transform.GetComponent <DataPlayerChange>();
         playerHealth.TakeDamage(30);
     }
 }
Example #3
0
 private void OnCollisionEnter2D(Collision2D collision)
 {
     if (collision.transform.CompareTag("Player"))
     {
         toDest              = (toDest + 1) % checkPoints.Length;
         theTarget           = checkPoints[toDest];
         enemiesSprite.flipX = !enemiesSprite.flipX;
         DataPlayerChange playerHealth = collision.transform.GetComponent <DataPlayerChange>();
         playerHealth.TakeDamage(30);
     }
 }
Example #4
0
    private void Attack()
    {
        hit = true;
        // On ajoute les animations, elle se lance si first est 'true' ou bien si second est 'true'.
        bossAnimator.SetBool("Attack1", firstAttack);
        bossAnimator.SetBool("Attack2", secondAttack);

        // On instancie un tableau qui récupère tout les Collider qui rentre dans la hache au moment de l'attaque.
        Collider2D[] player_Hits = Physics2D.OverlapCircleAll(axe.position, attackRadius, playerLayer);

        // Pour chaque item (uniquement player ici (on prépare la possibilité de toucher deux joueurs à l'avenir))
        // on récupère sa santé et on la décrémente de la puissance du Minotaure.

        foreach (Collider2D item in player_Hits)
        {
            DataPlayerChange playerHealth = item.transform.GetComponent <DataPlayerChange>();
            playerHealth.TakeDamage(bossDamage);
        }
    }