void OnCollisionEnter2D(Collision2D other) { if("Player" == other.gameObject.name) { kP = other.gameObject.GetComponent<KillPlayer>(); kP.Kill(); } }
public void DamagePlayer(int damage) { playerStats.hp -= damage; Debug.Log(playerStats); if (playerStats.hp <= 0) { killPlayer = GameObject.FindObjectOfType(typeof(KillPlayer)) as KillPlayer; killPlayer.Kill(); } }
// Update is called once per frame void Update() { //This stuff could go in PlayerView.cs anim.SetFloat("Speed", Mathf.Abs(rb2d.velocity.x)); anim.SetBool("Grounded", grounded); anim.SetBool("Running", running); //Ends here if (Input.GetKeyDown(KeyCode.Space)) { CharacterJump(); } if (grounded) { secJump = true; groundedTimer = 0f; } else if (!grounded) { groundedTimer += Time.deltaTime; } if (rb2d.velocity.x > 0) { transform.localScale = new Vector3(1f, 1f, 1f); } else if (rb2d.velocity.x < 0) { transform.localScale = new Vector3(-1f, 1f, 1f); } if (groundedTimer >= 3) { kill.Kill(); } //float h = Input.GetAxis("Horizontal"); //Arrow keys or A/D being read in }