Exemple #1
0
    private IEnumerator StartleTime()
    {
        m_animator.SetTrigger("Startle");

        m_rigidbody.velocity = Vector2.zero;

        Transform t = PlayerPhaseManager.instance.GetTarget();

        targetAim.transform.parent   = null;
        targetAim.transform.position = t.position;
        targetAim.SetActive(true);
        FollowTransform followTransform = targetAim.GetComponent <FollowTransform>();

        followTransform.Follow(t);

        yield return(new WaitForSeconds(.8f));

        targetAim.GetComponent <AudioSource>().Stop();
        followTransform.enabled = false;

        m_animator.SetTrigger("PreAttack");
        m_rigidbody.velocity = (facingRight ? Vector2.right : Vector2.left) * .2f;
        yield return(new WaitForSeconds(.4f));

        chargeSFX.Play();
        SetAttack();
    }
Exemple #2
0
    private void OnTriggerEnter2D(Collider2D collision)
    {
        if (collected)
        {
            return;
        }

        if (collision.CompareTag("Player"))
        {
            collected = true;
            CollectableDisplay.instance.AddScore(1);
            followTransform.enabled = true;
            followTransform.Follow(collision.transform);
        }
    }
Exemple #3
0
    private void OnTriggerEnter2D(Collider2D collision)
    {
        if (collected)
        {
            return;
        }

        if (collision.CompareTag("Player"))
        {
            PlayerShooter playerShooter = collision.GetComponent <PlayerShooter>();
            if (playerShooter)
            {
                collected = true;
                backPS.Stop();
                playerShooter.UnlockUpgrade(upgradeType);
                followTransform.enabled = true;
                followTransform.Follow(collision.transform);
            }
        }
    }
Exemple #4
0
    private void OnTriggerEnter2D(Collider2D collision)
    {
        if (collected)
        {
            return;
        }

        if (collision.CompareTag("Player"))
        {
            IHealable healable = collision.GetComponent <IHealable>();
            if (healable != null)
            {
                collected = true;

                healable.Heal(1);
                followTransform.enabled = true;
                followTransform.Follow(collision.transform);
            }
        }
    }