//Called when we dead private void Dead() { //Set the entity state to dead entityState = EntityState.State.Dead; Destroy(GetComponent <PlayerDragController>()); BOVibrate.Vibrate(); BOVibrate.Vibrate(); //Disable the renderer and collider gameObject.GetComponent <Renderer>().enabled = false; gameObject.GetComponent <Collider2D>().enabled = false; //Destroy the particle tale on the object Destroy(gameObject.GetComponentInChildren <ParticleSystem>()); //Instantiate the dead particle system at this location Instantiate(deadParticleSystem, gameObject.transform); GameObject.FindGameObjectWithTag("ObjectController").GetComponent <ObjectSpawner>().CancelSpawner(); if (transform.GetComponentInParent <AudioSource>().enabled == true) { transform.GetComponentInParent <AudioSource>().Play(); } //Call restartlevel in 0.4 secs Invoke("EndLevel", 0.4f); AnalyticsEvent.GameOver(); }
public void PickedUp() { GameObject.FindGameObjectWithTag("GameController").GetComponent <GameController>().AddScore(points); Instantiate(particleSystem, this.gameObject.transform.position, this.gameObject.transform.rotation); gameObject.SetActive(false); if (transform.GetComponentInParent <AudioSource>().isActiveAndEnabled) { transform.GetComponentInParent <AudioSource>().Play(); } BOVibrate.Vibrate(); }