private void OnTriggerEnter2D(Collider2D collision) { if (collision.tag == "Bad Guy" && Game_Manager.playing) { Game_Manager.playing = false; StartCoroutine(Game_Manager.EndGame(true)); } }
private void OnTriggerEnter2D(Collider2D collision) { if (!collision.GetComponent <Bullet>()) { if (collision.tag == "Good Guy" && collision.gameObject.name == "Good Guy" && Game_Manager.playing) { Game_Manager.playing = false; StartCoroutine(Game_Manager.EndGame(false)); } else if (collision.tag == "Bad Guy" && collision.gameObject.name == "Bad Guy" && Game_Manager.playing) { Game_Manager.playing = false; StartCoroutine(Game_Manager.EndGame(true)); } } }
void OnCollisionEnter(Collision collision) { switch (collision.transform.name) { case "Right Bounding Wall": case "Left Bounding Wall": //play the bounce sounnd source.PlayOneShot(clips[0]); // When hitting bounding walls ball will go opposite direction it was going velocity.x *= -1f; return; case "Player Score Wall": case "Opp Score Wall": //play the bounce sounnd source.PlayOneShot(clips[1]); ResetBall(); //Invoke("ResetBall", 3); //gameObject.SetActive(false); //logicManager.BallResetCountdown(); logicManager.score(collision.transform.name); Debug.Log("Point Scored"); if (logicManager.ai_score >= 11) { gameManager.EndGame(); //return; } /* We decided for player to keep playing so they can achieve a high score * else if (logicManager.player_score >=11) * { * gameManager.EndGame(); * } */ return; case "Player Paddle": case "Opp Paddle": //play the bounce sounnd source.PlayOneShot(clips[0]); velocity.z *= -1f; return; } }
private void OnTriggerEnter2D(Collider2D collision) { if (collision.tag == "Destroy Bullets") { GetComponent <Rigidbody2D>().velocity = new Vector3(); moving = false; GetComponent <Animator>().Play("Bullet Break"); BlackHole.rbs.Remove(GetComponent <Rigidbody2D>()); enabled = false; Invoke("kill", .05f); } else if (collision.tag == "Good Guy" && collision.gameObject.name == "Good Guy" && Game_Manager.playing && collision.transform.parent.GetComponent <GoodGuy>()) { Game_Manager.playing = false; StartCoroutine(Game_Manager.EndGame(false)); } }