void ShowMenu(int windowID) { GameObject PointCounter = GameObject.Find("Points"); PointCounter Points = PointCounter.GetComponent <PointCounter> (); GUI.Label(new Rect(20, Screen.height / 8, Screen.width - 40, (Screen.height / 2) - 60), loseText + (Points.point) + loseText2); if (GUI.Button(new Rect(20, (Screen.height / 4), (Screen.width / 2) - 30, (Screen.height / 2) - 20), "Main Menu")) { GlobalVariables.pause(); showLoseMenu = false; LoadLevels.loadMenu("bubble_menu"); Time.timeScale = 1; GlobalVariables.isPaused = false; } if (GUI.Button(new Rect((Screen.width / 2), (Screen.height / 4), (Screen.width / 2) - 20, (Screen.height / 2) - 20), "Try Again")) { //LoadLevels.loadMenu ("OceanGame"); //GlobalVariables.pause(); //Application.LoadLevel(Application.loadedLevel); //Time.timeScale = 1; //GlobalVariables.isPaused = false; SceneManager.LoadScene(SceneManager.GetActiveScene().name); Time.timeScale = 1; GlobalVariables.isPaused = false; } }
void OnMouseDown() { if (!GlobalVariables.isPaused) { GameObject Dropplay = GameObject.Find("Playdrop"); Playdropscript drop = Dropplay.GetComponent <Playdropscript> (); drop.play(); //This plays a sound from another game objects audio source using another script. //You need to do this if your object is being destroyed or else the sound won't play, even if you have it before the destroy. //If it's not being destroyed you can use the objects own audio source and files e.g. //AudioSource source = GetComponent<AudioSource>(); //source.PlayOneShot(WaterDrop, 1f); //Finds Points and increments public variable GameObject PointCounter = GameObject.Find("Points"); PointCounter Points = PointCounter.GetComponent <PointCounter> (); Points.point += 1; Destroy(gameObject); //Spawn Bubbles Instantiate(dustParticle, transform.position, Quaternion.identity); } }
void stayInBounds() { // Turn around if at the end of the map if ((rb.velocity.x > 0 && transform.position.x > X_BOUND) || (rb.velocity.x < 0 && transform.position.x < -X_BOUND)) { //Finds Points and increments public variable GameObject PointCounter = GameObject.Find("Points"); PointCounter Points = PointCounter.GetComponent <PointCounter> (); Points.point += 1; GameObject playsound = GameObject.Find("Playbottle"); playbottlescript sound = playsound.GetComponent <playbottlescript>(); sound.play(); Destroy(gameObject); //rb.velocity = new Vector2 (rb.velocity.x * -1, rb.velocity.y); } // Keep in the y bounds if ((transform.position.y > Y_BOUND && rb.velocity.y > 0) || (transform.position.y < (-Y_BOUND) && rb.velocity.y < 0)) { rb.velocity = new Vector2(rb.velocity.x / 5, 0); //rb.velocity.y * -1); } // Make sure it stays in the same plane if (transform.position.z != 0) { transform.position = new Vector3(transform.position.x, transform.position.y, 0); } }
public static PointCounter getInstance() { if(instance == null) { instance = new PointCounter(); } instance.pointText = GameObject.Find("PointText").GetComponent<Text>(); return instance; }
// Start is called before the first frame update void Start() { playerObject = Instantiate(playerPrefab); enemyObject = Instantiate(enemyPrefab); _inputHandler = new InputHandler(); _inputHandler.InputInit(); _player = new Player(playerObject); _powerUpPool = new ObjectPool <PowerUp>(); _levelGeneration = new LevelGeneration(_player, _powerUpPool) as ILevelGenerator; _score = new PointCounter(); powerUpManager = new PowerUpManager(); //powerUpManager.createRandomPowerUp(Instantiate(PowerUpPrefab).transform); _enemyStateMachine = new EnemyFSM(); _enemyStateMachine.AddState(EnemyStateType.Idle, new IdleState()); _enemyStateMachine.AddState(EnemyStateType.Attack, new AttackState()); _levelGeneration = new LevelGeneration() as ILevelGenerator; _randomCoordinate = new RandomCoordinate(_levelGeneration); _pathfinder = new Pathfinder2(_levelGeneration); }
private static double[] ForFour(List <Point> points, int p0) { var KT = CountingAlgoritm.CountPoints(points); int k = KT.K; int t = KT.T; var m12 = (IMarking)PointMarking90.MarkContourPoints(points); int m1 = m12.CountNegativeAngles; int m2 = m12.CountPositiveAngles; var m34 = (IMarking)PointMarking135.Build(points); int m3 = m34.CountNegativeAngles; int m4 = m34.CountPositiveAngles; var orientations = PointCounter.ToCountPoints(points); var Lln = 0.5d * (k * 2d * A + (double)t * 2 * B); var Lvp = 0.5d * (m1 * 2d * B + m3 * (A + B)); var Lvg = 0.5d * (m2 * 2d * B + m4 * (A + B)); var Lkont = GetLkont(orientations); double k1 = m1 / p0; double k2 = m2 / p0; double k3 = m3 / p0; double k4 = m4 / p0; double k5 = k / p0; double k6 = t / p0; double k7 = Lln / Lkont; double k8 = Lvg / Lkont; double k9 = Lvp / Lkont; return(new double[] { k1, k2, k3, k4, k5, k6, k7, k8, k9 }); }
void Start() { anim = this.gameObject.GetComponent <Animator> (); score = FindObjectOfType <PointCounter> (); healthbar.value = maxHealth; currentHealth = healthbar.value; }
private void Awake() { S = this; _maxPoints = 0; _currnetPoints = 0; _mobCounter = 0; }
// Start is called before the first frame update void Start() { pointCounter = GameObject.Find("Canvas").GetComponent <PointCounter>(); user = GameObject.Find("Knight_man").GetComponent <SimpleSideController>(); tempy = GameObject.FindGameObjectWithTag("MrManager"); manny = tempy.GetComponent <GameManager>(); }
// Use this for initialization void Start() { GlobalVariables.LoadCamera(); if (growOnPoint) { MIN_X = -GlobalVariables.width / 2; MAX_X = GlobalVariables.width / 2; MIN_Y = -GlobalVariables.height / 2; MAX_Y = -GlobalVariables.height / 5; } else { MIN_X = -GlobalVariables.width / 2; MIN_Y = -GlobalVariables.height / 2; MAX_X = GlobalVariables.width / 2; MAX_Y = GlobalVariables.height / 2; } if (randomizeRotation) { transform.rotation = Quaternion.AngleAxis(Random.Range(0, 360), Vector3.forward); } // Come up with position variables float newY = Random.Range(MIN_Y, MAX_Y); float newZ = (float)MAX_Z - (float)newY / (float)MIN_Y * ((float)MAX_Z - (float)MIN_Z); if (changeSizeDynamically) { transform.position = new Vector3(Random.Range(MIN_X, MAX_X), newY, newZ); size = (float)Random.Range(MIN_SIZE, MAX_SIZE) * (((float)MAX_Z - (float)newZ) / ((float)MAX_Z - (float)MIN_Z)); } else { transform.position = new Vector3(Random.Range(MIN_X, MAX_X), newY, Random.Range(MIN_Z, MAX_Z)); size = (float)Random.Range(MIN_SIZE, MAX_SIZE); } //Debug.Log ("Size: " + size + " Z: " + transform.position.z); transform.localScale = new Vector3(0, 0, 0); if (growOnPoint) { GameObject PointCounter = GameObject.Find("Points"); points = PointCounter.GetComponent <PointCounter> (); lastPoint = points.point; } if (growOnMiss) { GameObject PointCounter = GameObject.Find("Points"); points = PointCounter.GetComponent <PointCounter> (); lastMissed = points.trashMissed; } }
// Use this for initialization void Start() { rigidbody = transform.root.GetComponent <Rigidbody>(); speedometer = speedField.GetComponent <TextMesh>(); pointCounter = pointField.GetComponent <TextMesh>(); pointScript = GetComponent <PointCounter>(); }
// Start is called before the first frame update void Start() { PointCounter.Reset(); shake = GameObject.FindGameObjectWithTag("ScreenShake").GetComponent <Shake>(); animator = GetComponent <Animator>(); hitPoints = MaxHitPoints; animator.SetInteger("Character", PlayerPrefs.GetInt("SelectedCharacter")); // animator.SetInteger("Character", 0); }
/// <summary> /// Awake is called when the script instance is being loaded. /// </summary> void Awake() { AnimateCommonCanvas(); EnableGameObjects(); audioPlayer.PlayMainTheme(); lightController.MainLightMode(); _timeCounter = GetComponent <TimeCounter>(); _pointCounter = GetComponent <PointCounter>(); _touchCounter = GetComponent <TouchCounter>(); }
private void StartNewGame_Click(object sender, RoutedEventArgs e) { pc = new PointCounter(); //up = new Upgrade(); pc.Initialize(); pc.OnTick += (points) => { }; Upgrade1Btn.Visibility = Visibility.Visible; Upgrade2Btn.Visibility = Visibility.Visible; }
// Update is called once per frame void Update() { if (!GlobalVariables.isPaused) { // Used to make sure garbage becomes visible to the player before counting for score (not needed) timeAlive++; // Rotate the trash transform.Rotate(Vector3.back * Time.deltaTime * UnityEngine.Random.Range(3, 10)); // Get the position Vector3 pos = transform.position; // Turn around if at the end of the map if ((rb.velocity.x > 0 && pos.x > X_BOUND) || (rb.velocity.x < 0 && pos.x < -X_BOUND)) { if (timeAlive > 60) { //Finds Points and increments public variable GameObject PointCounter = GameObject.Find("Points"); PointCounter Points = PointCounter.GetComponent <PointCounter> (); Points.trashMissed += 1; } Destroy(gameObject); //rb.velocity = new Vector3( rb.velocity.x * -1, rb.velocity.y, rb.velocity.z); } // Keep in the y bounds if (pos.y > Y_BOUND && rb.velocity.y > 0 || (pos.y < -Y_BOUND && rb.velocity.y < 0)) { rb.velocity = new Vector3(rb.velocity.x, rb.velocity.y * -1); } // Make sure it stays in the same plane if (pos.z != 0) { rb.velocity = new Vector2(rb.velocity.x, rb.velocity.y); transform.position = new Vector3(pos.x, pos.y, 0); } limitSpeed(); // Move the object transform.position = new Vector3( transform.position.x + rb.velocity.x, transform.position.y + rb.velocity.y, transform.position.z ); } }
public void SetActive(bool state) { isActive = state; if (isActive == true) { displayLeftScore = GameObject.Find("ScoreLeft").GetComponent <PointCounter>(); displayRightScore = GameObject.Find("ScoreRight").GetComponent <PointCounter>(); } else { Debug.Log("No Scoring in this scene. Remember to reset the Scores when needed /° ! °\\"); } }
// Start is called before the first frame update void Start() { if (gameObject.name == "orange") { isOrange = true; } else if (gameObject.name == "blue") { isOrange = false; } pointCounter = GameObject.FindGameObjectWithTag("point"); pointCounterScript = pointCounter.GetComponent <PointCounter>(); }
// Sets public void setAwake() { currentDashResistance = maxDashResistance; currentHealth = maxHealth; // Sets the player health to the value of maxHealth that you indicated. sword10Active = false; // Sets the sword10Active bool to false by default. //sword20Active = false; // Sets the sword20Active bool to false by default. chain10Active = false; // Sets the chain10Active bool to false by default. trailActivation = false; sphereCollider = GetComponent <SphereCollider>(); capsuleCollider = GetComponent <CapsuleCollider>(); attackAction = GetComponentInChildren <BoxCollider>(); // Gets the BoxCollider of the PlaceHolder_Sword children. attack01ColliderRadius = attack01Collider.radius; chainTransition = GetComponentInChildren <ChainAnimTrigger>(); crackGround.SetActive(false); playerAudio = GetComponent <AudioSource>(); // Gets the component AudioSource from the player. timeStunned = timeStunnedIni; flashColor = new Color(1.0f, 0.0f, 0.0f, 0.1f); // Sets the color values for the damageImage. swordSprite.enabled = true; chainSprite.enabled = false; sword10Sprite.enabled = false; sword20Sprite.enabled = false; chain10Sprite.enabled = false; newAbility.color = new Color(0.0f, 0.0f, 0.0f, 0.0f); pointsText = GameObject.FindGameObjectWithTag("Score"); score = pointsText.GetComponent <PointCounter>(); rigidBody = GetComponent <Rigidbody>(); // Gets the RigidBody from the GameObject. anim = GetComponent <Animator>(); swordMaterial = GetComponent <Renderer>().material; blackScreen.enabled = false; //counterMenu = counterMenuAux; victoryText.enabled = false; lostText.enabled = false; cooldownSword10.enabled = false; state = PlayerStates.AWAKE; // Cals the AWAKE state. slashFX.Stop(); }
/// <summary> /// Cancels the prvious rally. /// </summary> public IEnumerable <Receive> CancelRally() { if (Points.Count < 1) { throw new InvalidOperationException("Cannot rollback from empty state!"); } var point = Points.Last(); Points.Remove(point); PointCounter.Rollback(); (PointA, PointB) = (PointCounter.PointA, PointCounter.PointB); OnRallyCanceled(point); return(point.Receives); }
public PointCounterTile(Tile t, Dictionary <Direction, PointCounterTile> d, int x, int y, PointCounter parent) { X = x; Y = y; this.parent = parent; this.neighbors = new Dictionary <Direction, PointCounterTile>(d); foreach (Direction dir in Enum.GetValues(typeof(Direction))) { if (neighbors[dir] != null) { neighbors[dir].SetNeighbor(this, Utilities.oppositeDirection(dir)); } } this.tile = t; }
public void Reward(GameObject[] allTrash) { for (int i = 0; i < allTrash.Length; i++) { GameObject trashInstance = allTrash [i]; GameObject PointCounter = GameObject.Find("Points"); PointCounter Points = PointCounter.GetComponent <PointCounter> (); Points.point += 1; Destroy(trashInstance); } GameObject SwooshPlay = GameObject.Find("Playswoosh"); playbottlescript swoosh = SwooshPlay.GetComponent <playbottlescript> (); swoosh.play(); }
private void OnTriggerEnter2D(Collider2D collision) { if (collision.gameObject.tag == "Drone") { shake.CamShake(); hitPoints--; canvas.GetComponent <HitPointsController>().Remove(); } if (hitPoints == 0) { //TODO: end game PlayerPrefs.SetInt("Points", PointCounter.Get()); SceneManager.LoadScene( PlayerPrefs.GetInt("SelectedCharacter") == 0 ? "GameOver40000" : "GameOver" ); } }
// Update is called once per frame void Update() { stamina = FindObjectOfType <Boxer2Stamina> (); currentStamina = stamina.currentStamina; boxer1KnockedDown = FindObjectOfType <Boxer1Health> (); boxer1Down = boxer1KnockedDown.down; boxer2KnockedDown = FindObjectOfType <Boxer2Health> (); boxer2Down = boxer2KnockedDown.down; boxer1Attacks = FindObjectOfType <Boxer1Attacks> (); attackType = boxer1Attacks.attack; pointIncrease = FindObjectOfType <PointCounter> (); if (boxer1Down == false && boxer2Down == false && PauseMenu.gamePaused == false) { if (Input.GetButtonDown("Controller2LeftStick") && currentStamina >= 20f) { anim.SetBool("BackDodge", true); stamina.dodgeStamina(); if (attackType != 0) { pointIncrease.boxer2DefencePoints(); } } else { anim.SetBool("BackDodge", false); } if (Input.GetButtonDown("Controller2RightStick") && currentStamina >= 5f) { anim.SetBool("CentreBlock", true); stamina.blockStamina(); if (attackType != 0) { pointIncrease.boxer2DefencePoints(); } } else { anim.SetBool("CentreBlock", false); } } }
// Use this for initialization void Start() { a = GetComponent <Animator> (); redDot = GameObject.Find("redDot"); greenDot = GameObject.Find("greenDot"); points = GetComponent <PointCounter> (); render = GetComponent <SpriteRenderer> (); if (type == 1) { render.sprite = pink; points.SetMultiplier(2); } else if (type == 2) { render.sprite = blue; hasFreeDeath = true; } }
/// <summary> /// Called when the rally is over. /// </summary> /// <param name="point">Point.</param> public void RallyFinished(Point <TTeam> point) { Points.Add(point); if (point.WinnerTeam == TeamA) { PointCounter.IncrementA(); } else if (point.WinnerTeam == TeamB) { PointCounter.IncrementB(); } //Allows child to raise INotifyPropertyChanged.PropertyChanged event. (PointA, PointB) = (PointCounter.PointA, PointCounter.PointB); if (PointCounter.IsGameSet) { WinnerTeam = point.WinnerTeam; OnGameOver(); Set.CurrentGameFinished(); } }
// Sets public void setAwake() { currentHealth = maxHealth; player = GameObject.FindGameObjectWithTag("Player"); // Finds the gameobject with the tag "Player". playerManager = player.GetComponent <PlayerManager>(); // Gets the script PlayerManager of the player. pointsText = GameObject.FindGameObjectWithTag("Score"); score = pointsText.GetComponent <PointCounter>(); nav = GetComponent <NavMeshAgent>(); // Gets the NavMeshAgent component. playerInRange = false; // Initalize the playerInRange bool to false. playerAttacked = false; // Initialize the playerAttacked bool to false. onStunTimer = onStunTimerIni; // Initialize the onStunTimer. stunCooldown = stunCooldownIni; // Initialize the stunCooldown. stunOffset = stunOffsetIni; // Initialize the stunOffset. stunThunderParticle.Stop(); hitSparkParticle.Stop(); hitTextureParticle.Stop(); blood.Stop(true); //enemyAudio = GetComponent<AudioSource>(); // Gets the AudioSource component from the enemy. //rigidBody = GetComponent<Rigidbody>(); // Gets the rigidbody component from the enemy. //capsuleCollider = GetComponent<CapsuleCollider>(); //sphereCollider = GetComponent<SphereCollider>(); //leftHandAttack1 = GetComponentInChildren<SphereCollider>(); // Gets the SphereCollider of the leftHandAttack1 children. anim = GetComponent <Animator>(); // Gets the animator component from the enemy. state = EnemyStates.AWAKE; // Goes to the AWAKE state. }
public PointCounterTile(Tile t, PointCounterTile[] neighbors, int x, int y, PointCounter parent) { X = x; Y = y; this.parent = parent; if (neighbors.Length != 4) { Debug.LogError("Wrong usage of PointCounterTile, neighbours argument has to have 4 fields!"); } this.neighbors = new Dictionary <Direction, PointCounterTile>(); foreach (Direction d in Enum.GetValues(typeof(Direction))) { if (neighbors[(int)d] != null) { this.neighbors[d] = neighbors[(int)d]; this.neighbors[d].SetNeighbor(this, Utilities.oppositeDirection(d)); } } this.tile = t; }
// Start is called before the first frame update void Start() { _winScreen.gameObject.SetActive(false); _playerObject = Instantiate(_playerPrefab); _inputHandler = new InputHandler(); _inputHandler.InputInit(); _player = new Player(_playerObject); _powerUpPool = new ObjectPool <PowerUp>(); _levelGeneration = new LevelGeneration(_player, _powerUpPool) as ILevelGenerator; _score = new PointCounter(); _powerUpManager = new PowerUpManager(); _enemyStateMachine = new EnemyFSM(); _enemyStateMachine.AddState(EnemyStateType.Idle, new IdleState()); _enemyStateMachine.AddState(EnemyStateType.Attack, new AttackState()); _randomCoordinate = new RandomCoordinate(_levelGeneration); _pathfinder = new Pathfinder2(_levelGeneration); }
// Sets public void setAwake() { currentDashResistance = maxDashResistance; currentHealth = maxHealth; // Sets the player health to the value of maxHealth that you indicated. sword10Active = false; // Sets the sword10Active bool to false by default. //sword20Active = false; // Sets the sword20Active bool to false by default. chain10Active = false; // Sets the chain10Active bool to false by default. sphereCollider = GetComponent<SphereCollider>(); capsuleCollider = GetComponent<CapsuleCollider>(); attackAction = GetComponentInChildren<BoxCollider>(); // Gets the BoxCollider of the PlaceHolder_Sword children. attack01ColliderRadius = attack01Collider.radius; chainTransition = GetComponentInChildren<ChainAnimTrigger>(); playerAudio = GetComponent<AudioSource>(); // Gets the component AudioSource from the player. timeStunned = timeStunnedIni; flashColor = new Color(1.0f, 0.0f, 0.0f, 0.1f); // Sets the color values for the damageImage. swordSprite.enabled = true; chainSprite.enabled = false; sword10Sprite.enabled = false; sword20Sprite.enabled = false; chain10Sprite.enabled = false; newAbility.color = new Color(0.0f, 0.0f, 0.0f, 0.0f); pointsText = GameObject.FindGameObjectWithTag("Score"); score = pointsText.GetComponent<PointCounter>(); rigidBody = GetComponent<Rigidbody>(); // Gets the RigidBody from the GameObject. anim = GetComponent<Animator>(); swordMaterial = GetComponent<Renderer>().material; blackScreen.enabled = false; counterMenu = counterMenuAux; victoryText.enabled = false; lostText.enabled = false; state = PlayerStates.AWAKE; // Cals the AWAKE state. }
private void Start() { pc = GameObject.Find("GameController").GetComponent <PointCounter>(); setNextState(GameState.PLAYING); }
public void Update() { gameManager = GameObject.Find("GameManager").GetComponent <GameManager>(); hudText = GameObject.Find("HUDObject").GetComponentsInChildren <Text>(); pointCounter = GameObject.Find("HUDObject").GetComponentInChildren <PointCounter>(); //Finally, enable lines 154-326 /*if(hudText != null && hudChecked == false) * { * CheckForHUDObject(); * hudChecked = true; * }*/ if (hudText[12].color.a >= 0.9 && playedSound == false && playSound1 == false) { playSound1 = true; if (playSound1 == true) { chimeSource.PlayOneShot(clipToPlay); playedSound = false; } } if (hudText[13].color.a >= 0.9 && playSound2 == false && playedSound == false) { playSound2 = true; playedSound = true; if (playSound2 == true && playedSound == true) { chimeSource.PlayOneShot(clipToPlay); playedSound = false; } } if (hudText[14].color.a >= 0.9 && playSound3 == false && playedSound == false) { playSound3 = true; playedSound = true; if (playSound3 == true && playedSound == true) { chimeSource.PlayOneShot(clipToPlay); playedSound = false; } } if (hudText[15].color.a >= 0.9 && playSound4 == false && playedSound == false) { playSound4 = true; playedSound = true; if (playSound4 == true && playedSound == true) { chimeSource.PlayOneShot(startClip); playedSound = false; } } if (pauseTimer == true) { time += Time.deltaTime; } var minutes = Mathf.Floor(time / 60); var seconds = time % 60;//Use the euclidean division for the seconds. var fraction = (time * 100) % 100; //update the label value timerLabel.text = string.Format("{0:00} : {1:00} : {2:00}", minutes, seconds, fraction); }
void Start() { cTime = sTime; score = FindObjectOfType <PointCounter> (); }
// Sets public void setAwake() { currentHealth = maxHealth; player = GameObject.FindGameObjectWithTag("Player"); // Finds the gameobject with the tag "Player". playerManager = player.GetComponent<PlayerManagerBackup>(); // Gets the script PlayerManager of the player. pointsText = GameObject.FindGameObjectWithTag("Score"); score = pointsText.GetComponent<PointCounter>(); nav = GetComponent<NavMeshAgent>(); // Gets the NavMeshAgent component. playerInRange = false; // Initalize the playerInRange bool to false. playerAttacked = false; // Initialize the playerAttacked bool to false. onStunTimer = onStunTimerIni; // Initialize the onStunTimer. stunCooldown = stunCooldownIni; // Initialize the stunCooldown. stunOffset = stunOffsetIni; // Initialize the stunOffset. //enemyAudio = GetComponent<AudioSource>(); // Gets the AudioSource component from the enemy. //rigidBody = GetComponent<Rigidbody>(); // Gets the rigidbody component from the enemy. //capsuleCollider = GetComponent<CapsuleCollider>(); //sphereCollider = GetComponent<SphereCollider>(); //leftHandAttack1 = GetComponentInChildren<SphereCollider>(); // Gets the SphereCollider of the leftHandAttack1 children. anim = GetComponent<Animator>(); // Gets the animator component from the enemy. state = EnemyStates.AWAKE; // Goes to the AWAKE state. }
// Use this for initialization void Start() { this.counter = GameObject.Find("PointCounter").GetComponent<PointCounter>(); Debug.Log(counter); Debug.Log("Point created with counter", this.counter); }
// Use this for initialization void Start() { this.counter = GameObject.Find("PointCounter").GetComponent<PointCounter>(); this.GetComponent<SpriteRenderer>().enabled = true; this.GetComponent<Collider2D>().enabled = true; }
void Start() { rb = gameObject.GetComponent<Rigidbody2D>(); animator = GetComponent<Animator>(); lastShot = Time.time; eaten = new Stack(); counter = GameObject.Find("PointCounter").GetComponent<PointCounter>(); }