Exemple #1
0
    // Check for collisions with enemies
    void OnTriggerEnter2D(Collider2D col)
    {
        EnemyHP s = col.gameObject.GetComponent <EnemyHP>();

        if (s != null && col.gameObject.GetComponent <Turret>() == null)
        {
            s.die();
            EHP.gotHit(Vector3.zero, 1);
        }
    }
Exemple #2
0
    // Check for collisions with enemies, and stay out of asteroids
    void OnTriggerEnter2D(Collider2D col)
    {
        if (invuln || Time.time < 1f)
        {
            return;
        }

        EnemyHP s = col.gameObject.GetComponent <EnemyHP>();

        if (s != null && !turtle_script.currently_active)
        {
            if (!dashing)
            {
                gotHit();
            }
            if (s.gameObject.GetComponent <Rock> () == null)
            {
                if (dashing)
                {
                    if (dash_powered)
                    {
                        s.gotHit(col.transform.position - transform.position, 1, false);
                    }
                    if (!PlayerMove.dash_kill)
                    {
                        dash_powered = false;
                    }
                }
                else
                {
                    s.gotHit(col.transform.position - transform.position, 4, true);
                }
            }
        }

        // Bullet and HP drop collisions managed by BulletScript.cs and HPDrop.cs
    }
Exemple #3
0
    // Anything that does damage should call this to damage whatever it hit.
    // Returns true if it actually deals damage (so that the bullet should die, etc.)
    public static bool dealDamage(GameObject obj, int damage, Vector3 pos, ObjT.obj type, Vector3 bullet)
    {
        if (obj == null)
        {
            return(false);
        }

        EnemyHP s = obj.GetComponent <EnemyHP>();

        if (s != null)
        {
            s.gotHit(bullet, damage);
            return(true);
        }

        if (obj.layer == 9)
        {
            return(true);
        }

        PlayerHP PHP = obj.GetComponent <PlayerHP> ();

        if (PHP != null && (type != ObjT.obj.player_bullet) && (type != ObjT.obj.player_explosion))
        {
            if (!PlayerHP.dashing)
            {
                PHP.gotHit(damage);
            }
            return(true);
        }

        upgrade_button ub;

        if ((ub = obj.GetComponentInParent <upgrade_button>()))
        {
            ub.put_description();
            return(true);            // I beleive this will destroy the bullet
        }

        return(false);
    }