/// <summary> /// Applies the specified bound behavior to the player /// </summary> /// <param name="behavior">Behavior.</param> /// <param name="constrainedPosition">Constrained position.</param> protected virtual void ApplyBoundsBehavior(BoundsBehavior behavior, Vector2 constrainedPosition) { if ((_character == null) || (LevelManager.Instance == null)) { return; } if (behavior == BoundsBehavior.Kill) { if (_character.CharacterType == Character.CharacterTypes.Player) { LevelManager.Instance.KillPlayer(_character); } else { Health health = _character.gameObject.GetComponentNoAlloc <Health>(); if (health != null) { health.Kill(); } } return; } if (behavior == BoundsBehavior.Constrain) { transform.position = constrainedPosition; return; } }
protected override void ApplyBoundsBehavior(BoundsBehavior behavior, Vector2 constrainedPosition) { _controller.State.TouchingLevelBounds = true; if ((_character == null) || (LevelManager.Instance == null)) { return; } if (behavior == BoundsBehavior.Kill) { if (_character.CharacterType == Character.CharacterTypes.Player) { LevelManager.Instance.KillPlayer(_character); } else { Health health = _character.gameObject.MMGetComponentNoAlloc <Health>(); if (health != null) { health.Damage(health.CurrentHealth, health.gameObject, 0.0f, 0.0f, Vector3.zero); health.Kill(); //public virtual void Damage(int damage,GameObject instigator, float flickerDuration, float invincibilityDuration) } } return; } if (behavior == BoundsBehavior.Constrain) { transform.position = constrainedPosition; return; } }
private void ApplyBoundsBehavior(BoundsBehavior behavior, Vector2 constrainedPosition) { if (behavior == BoundsBehavior.Kill) { LevelManager.Instance.KillPlayer(); } transform.position = constrainedPosition; }
private void ApplyBoundsBehavior( BoundsBehavior behavior, Vector2 constrainedPosition ) { if ( behavior == BoundsBehavior.Kill ) { //Kill Player } transform.position = constrainedPosition; }
/// <summary> /// Funkcja zabijająca gracza lub korygująca jego położenie, /// w zależności od wartości parametru behavior typu BoundsBehavior. /// </summary> /// <param name="behavior"></param> /// <param name="constrainedPosition"></param> private void ApplyBoundsBehavior(BoundsBehavior behavior, Vector2 constrainedPosition) { if (behavior == BoundsBehavior.Kill) { LevelManager.Instance.KillPlayer(); return; } transform.position = constrainedPosition; }
private void ApplyBoundsBehavior(BoundsBehavior behavior, Vector2 constrainedPosition) { if (behavior == BoundsBehavior.Kill) { _player.Health = 0; _player.CmdChangeTag("Die"); _player.CmdKillPlayer(); } transform.position = constrainedPosition; }