void OnEnable() { capCol = (CapsuleCollider2D)target; edgeCollider = capCol.GetComponent<EdgeCollider2D>(); if (edgeCollider == null) { capCol.gameObject.AddComponent<EdgeCollider2D>(); edgeCollider = capCol.GetComponent<EdgeCollider2D>(); } edgeCollider.points = capCol.getPoints(edgeCollider.offset); }
void OnEnable() { capCol = (CapsuleCollider2D)target; edgeCollider = capCol.GetComponent <PolygonCollider2D>(); if (edgeCollider == null) { capCol.gameObject.AddComponent <PolygonCollider2D>(); edgeCollider = capCol.GetComponent <PolygonCollider2D>(); } edgeCollider.points = capCol.getPoints(edgeCollider.offset); }
void Start() { kapseli = kapseli.GetComponent <CapsuleCollider2D>(); tidudii = GetComponent <AudioSource>(); rb = GetComponent <Rigidbody2D>(); animaatio = GetComponent <Animator>(); pisteet1 = GameObject.FindGameObjectWithTag("pistelasku").GetComponent <pistelasku>(); }
private void Start() { // idk ToggleRunning(true); FinishChomp(); _biteReport = _chompTrigger.GetComponent <BiteReport>(); _biteReport.BiteEvent += HandleBite; _chompTrigger.gameObject.SetActive(false); }
// Start is called before the first frame update void Start() { rb2d = GetComponent <Rigidbody2D>(); enemyAggro = aggroCollider.GetComponent <EnemyAggro>(); rightChecker = sideCheckerRight.GetComponent <SideCheckerRight>(); leftChecker = sideCheckerLeft.GetComponent <SideCheckerLeft>(); groundChecker = groundCheckBox.GetComponent <GroundChecker>(); avoidPlayerChecker = avoidPlayerCapsule.GetComponent <EnemyAvoidPlayerBlock>(); thisEnemy = enemy.GetComponent <Enemy>(); enemyRange = attackPoint.GetComponent <EnemyRangeCheck>(); }
void OnEnable() { capCol = (CapsuleCollider2D)target; polyCollider = capCol.GetComponent <PolygonCollider2D>(); if (polyCollider == null) { polyCollider = capCol.gameObject.AddComponent <PolygonCollider2D>(); } polyCollider.points = capCol.getPoints(); }
private void OnTriggerEnter2D(Collider2D collision) { CapsuleCollider2D collider = collision.GetComponent <CapsuleCollider2D>(); if (collider.CompareTag("PlayerBullet")) { // get bullet Bullet bullet = collider.GetComponent <Bullet>(); Rigidbody2D bulletRB = bullet.GetComponent <Rigidbody2D>(); // apply damage TakeDamage(bullet.damage); // apply knockback TakeKnockback(bullet.force, bulletRB.velocity.normalized); } }
// Update is called once per frame void Update() { timeSincePlayerStart += Time.deltaTime; //Time.deltaTime de UnityEngine da el tiempo entre frames. //Debug.Log(timeSincePlayerStart); if (timeSincePlayerStart > partsSoundsTriggerDelay) { triggerDelaySurpassed = true; } //Debug.Log(grounded); if (grounded) { //animator.SetBool("Jumping", false); animator.SetBool("Falling", false); } else { animator.SetBool("Running", false); animator.SetBool("Falling", true); } Vector3 d = new Vector3(playerCollider.GetComponent <CapsuleCollider2D>().size.x / 2, 0, 0); rayCastHit2D1 = Physics2D.Raycast(transform.position + d, dir.normalized, dist, layerGround); // Saves the collision with the ground (or the not collision). rayCastHit2D2 = Physics2D.Raycast(transform.position - d, dir.normalized, dist, layerGround); // Saves the collision with the ground (or the not collision). //Debug.Log(rayCastHit2D.collider != null ? rayCastHit2D.collider.gameObject : null, rayCastHit2D.collider != null ? rayCastHit2D.collider.gameObject : null); Debug.DrawRay(transform.position, dir * dist, Color.red, 0.1f); // Draws the Raycast in form of a red line in the "Scene" tab of the Unity Editor. bool temp = grounded; if (rayCastHit2D1.collider != null || rayCastHit2D2.collider != null) { grounded = true; } else { grounded = false; } // If the collider that the Raycast detected is null, then the statement will be false, and thus grounded too. // But if the Raycast hit something, it will contain a collider and the statement will be true, and grounded too. if (!temp && grounded && triggerDelaySurpassed) { //Efectos de caída sobre el suelo //Decidiendo posicion de spawneo de particulas: Vector3 posParts = new Vector3(instance.transform.position.x + 0.2f, instance.transform.position.y - 0.6f, instance.transform.position.z); Vector3 posParts2 = new Vector3(instance.transform.position.x - 0.2f, instance.transform.position.y - 0.6f, instance.transform.position.z); fallParts.transform.position = posParts; fallParts2.transform.position = posParts2; //Rafaga de particulas: fallParts.Play(); fallParts2.Play(); //Sonido de caer: fallSound.Play(); } if (Input.GetButtonDown("Jump") && grounded && canMove) // If the player hits the "Jump" Button as configured in the Project Settings > Input. { //animator.SetBool("Jumping", true); jump = true; // Set true the jump bool. jumpSound.Play(); } if (Input.GetButtonDown("Weight") && canChangeWeight && canMove) // If the player hits the "Weight" Button as configured in the Project Settings > Input. { switch (WeightMode) { case 0: //Light WeightMode = 2; // -> Heavy switchkeySoundLight.Play(); animator.SetBool("Heavy", true); animator.SetBool("Light", false); break; case 2: //Heavy WeightMode = 0; // -> Light switchkeySoundHeavy.Play(); animator.SetBool("Heavy", false); animator.SetBool("Light", true); break; default: //NoKey (Normal) WeightMode = 1; // -> Normal (Same provably) animator.SetBool("Heavy", false); animator.SetBool("Light", false); break; } //weightModeHeavy = !weightModeHeavy; // Inverts the value of the Weight Mode (Light->Heavy / Heavy->Light). // print("Weight changed to " + WeightMode); // Print "Weight changed" just for debugging purposes. This needs to be removed in the final game. } if (prevWeightMode != WeightMode) // If the Weight Mode has changed from one frame to the next, then do... { switch (WeightMode) // ... if we are in the Heavy mode... { case 2: rb2d.mass = 3; // ... set the mass to 15. rb2d.gravityScale = (float)9; // How much the gravity attracts things. jumpHeight = 24; speed = 8; break; case 1: rb2d.mass = 5; // ... we set the mass to 5. rb2d.gravityScale = (float)5; // This is how much the gravity attracts. jumpHeight = 18; break; case 0: rb2d.mass = 5; // ... we set the mass to 5. rb2d.gravityScale = (float)1.5; // This is how much the gravity attracts. jumpHeight = 15; speed = 8; break; } /*else // But if we are in Light mode... * { * rb2d.mass = 5; // ... we set the mass to 5. * rb2d.gravityScale = (float)0.7; // This is how much the gravity attracts. * jumpHeight = 15; * // And for debugging purposes me make the player narrower to see when he's in Light mode. * if (facingRight) * { * //dani here, added these transform 1,1 commentary to test the jellybox since this size change won't happen! * transform.localScale = new Vector3(1, 1, 1); * //transform.localScale = new Vector3(0.5f, 0.5f, 1); * } * else * { * transform.localScale = new Vector3(-1, 1, 1); * //transform.localScale = new Vector3(-0.5f, 0.5f, 1); * } * }*/ } prevWeightMode = WeightMode; // Update the weight mode so we can check in the next frame. }
private void Start() { player_rb = player.GetComponent <Rigidbody2D>(); }