giveDamage() public méthode

public giveDamage ( int damageToGive ) : void
damageToGive int
Résultat void
Exemple #1
0
 void OnCollisionEnter2D(Collision2D other)
 {
     if (other.gameObject.tag == "Star")
     {
         if (theStarController.canGiveDamage)
         {
             //theLevelManager.flashTimer = timeInvincible;
             theHealthManager.giveDamage(damageToReceive);
         }
     }
 }
 void OnCollisionEnter2D(Collision2D other)
 {
     if (other.transform.tag == "Gimmick")
     {
         theLevelManager.Invincible = false;
         theLevelManager.HurtPlayer(100);
     }
     else if (other.transform.tag == "Enemy")
     {
         EnemyHealthManager enemyHealth = other.gameObject.GetComponent <EnemyHealthManager> ();
         if (enemyHealth)
         {
             enemyHealth.giveDamage(100);
         }
     }
     else if (other.transform.tag == "Boss")
     {
         //hurt boss, fill this in once boss script is more developed
     }
 }
Exemple #3
0
    void OnTriggerEnter2D(Collider2D other)
    {
        Debug.Log("Something enter trigger zone");
        if (other.tag == "StarGround")
        {
            Debug.Log("Star enter trigger zone");
            myEnemyHealthManager.giveDamage(damageToTake);
            if (myEnemyHealthManager.enemyHealth > 0)
            {
                //starHitSound.Play ();
                AudioManager.instance.PlaySound2D("Star Hit");
                other.transform.parent.gameObject.GetComponent <StarController> ().createHitEffecct();
                if (myRigidbody)
                {
                    var starVel  = other.transform.parent.gameObject.GetComponent <Rigidbody2D> ().velocity;
                    var diffVec  = transform.position - other.transform.parent.gameObject.transform.position;
                    var extraVel = diffVec / diffVec.magnitude * starVel.magnitude * STARPOWER;
                    myRigidbody.velocity = new Vector3(myRigidbody.velocity.x + extraVel.x, myRigidbody.velocity.y + extraVel.y, 0f);
                }

                other.transform.parent.gameObject.SetActive(false);
            }
        }
    }