private void Update() { GameObject dPhase = GameObject.Find("DifficultyPhase"); DifficultyPhase difficultyPhase = dPhase.GetComponent <DifficultyPhase>(); //refference to Difficulty Phase script Move(difficultyPhase); }
private void CountCentipedeParts() //counts centipede objects using method from D Phase script { dPhase = FindObjectOfType <DifficultyPhase>(); if (tag == "Centipede") { dPhase.CountCentipede(); } }
private void Move(DifficultyPhase difficultyPhase) { transform.Translate(Vector2.right * difficultyPhase.cenMoveSpeed * Time.deltaTime); //takes value for speed from Difficulty Phase script and if (moveDirection == "right") //checks in which direction centipede goes and changes its rotation in case centipede will have sprite in future { transform.rotation = Quaternion.Euler(0, 0, 0); } else if (moveDirection == "left") { transform.rotation = Quaternion.Euler(0, 0, 180); } }
private void OnTriggerEnter2D(Collider2D collision) { if (collision.gameObject.tag == "Projectile") //if collides with projectile, instantiates a mushroom and raises difficulty from D Phase. Also rounds the current position for mushroom to be grid-like { float cPartPosX = Mathf.Round(transform.position.x) - 0.5f; float cPartPosY = Mathf.Round(transform.position.y) - 0.5f; Vector2 cPartPos = new Vector2(cPartPosX, cPartPosY); Instantiate(mushroomPrefab, cPartPos, Quaternion.identity); Destroy(gameObject); GameObject dPhase = GameObject.Find("DifficultyPhase"); DifficultyPhase difficultyPhase = dPhase.GetComponent <DifficultyPhase>(); difficultyPhase.KillCentipedePart(); } if (collision.gameObject.tag == "Lose Trigger") //when reaches Lose Trigger on the bottom of the screen, loads end scene { FindObjectOfType <SceneLoader>().LoadEndScene(); } }