public IEnumerator RespawnPlayerCo() { //death particles Instantiate(deathParticle, pcRigid.transform.position, pcRigid.transform.rotation); player.SetActive(false); player.GetComponent <Renderer> ().enabled = false; //Gravity Reset gravityStore = pcRigid.GetComponent <Rigidbody2D>().gravityScale; pcRigid.GetComponent <Rigidbody2D>().gravityScale = 1f; pcRigid.GetComponent <Rigidbody2D>().velocity = Vector2.zero; //point penalty Scoremanager.AddPoints(-pointPenaltyOnDeath); //debug manager Debug.Log("Hero Respawn"); //respawn delay yield return(new WaitForSeconds(respawnDelay)); //gravity restore pcRigid.GetComponent <Rigidbody2D>().gravityScale = gravityStore; //match hero's transform position pcRigid.transform.position = currentCheckPoint.transform.position; //Show PC player.SetActive(true); player.GetComponent <Renderer>().enabled = true; Instantiate(respawnParticle, currentCheckPoint.transform.position, currentCheckPoint.transform.rotation); }
void OnTriggerEnter2D(Collider2D other) { if (other.tag == "Enemy") { Instantiate(enemyDeath, other.transform.position, other.transform.rotation); Destroy(other.gameObject); Scoremanager.AddPoints(pointsForKill); }//Instantiate(projectileParticle, transform.position transform.rotation); Destroy(gameObject); }
private void OnCollisionEnter2D(Collision2D collision) { if (collision.gameObject.layer == 11) // if touching specified layer { Scoremanager.AddPoints(PointsToAddS); // adds points Destroy(gameObject, DestroyDelay); // Destroys on gameobject on delay Instantiate(DeathParticle, transform.position, transform.rotation); } }
//piutting in colider for coin void OnTriggerEnter2D(Collider2D other) { if (other.name == "Hero") { LevelManager.SetSpawn(xValue, yValue); Scoremanager.AddPoints(coinValue); Destroy(gameObject); } }
//piutting in colider for coin void OnTriggerEnter2D(Collider2D other) { if (other.name == "Hero") { print("you've collected a flower! "); Scoremanager.AddPoints(coinValue); Destroy(gameObject); } }
void OnTriggerEnter2D(Collider2D other) { if (other.GetComponent <Rigidbody2D>() == null) { return; } Scoremanager.AddPoints(pointsToAdd); Destroy(gameObject); }
public IEnumerator RespawnPlayerCo() { // generte death particles Instantiate(deathParticles, pc.transform.position, pc.transform.rotation); // first thing we want created is death particle // hide player // pc.enabled = false; pc2.SetActive(false); pc.GetComponent <Renderer>().enabled = false; // gravity reset gravityStore = pc.GetComponent <Rigidbody2D>().gravityScale; // pc.GetComponent<Rigidbody2D>().gravityScale = 0f; pc.GetComponent <Rigidbody2D>().velocity = Vector2.zero; // Point Penalty Scoremanager.AddPoints(-pointPenaltyOnDeath); // Debug Message Debug.Log("Player Respawn"); // Respawn Delay yield return(new WaitForSeconds(respawnDelay)); // Gravity Restore pc.GetComponent <Rigidbody2D>().gravityScale = gravityStore; // Match Players transform position pc.transform.position = currentCheckPoint.transform.position; // show player // pc.enabled = true; pc2.SetActive(true); pc.GetComponent <Renderer>().enabled = true; //spawn pc Instantiate(respawnParticles, currentCheckPoint.transform.position, currentCheckPoint.transform.rotation); }