void OnCollisionEnter2D(Collision2D coll) { if (coll.gameObject == Car) { Scorer.AddPoints(10); b = true; } }
void Update() { TraversedDegree += Mathf.Clamp(transform.eulerAngles.z - PrevDegree, -5, 5); if (TraversedDegree > AnglesTreshold || TraversedDegree < -AnglesTreshold) { Scorer.AddPoints(TurnPoints); TraversedDegree = 0; } if (GroundedChecker.IsGrounded) { TraversedDegree = 0; } PrevDegree = transform.eulerAngles.z; }
/// <summary> /// Fabric method forom dismemberedObject. /// Destroy NPC before dismembering. /// </summary> /// <returns>Is continue execute ApplyForce?</returns> /// <param name="strikeForce">Strike force.</param> /// <param name="collision">Collision object</param> protected override bool BeforeDismember(float strikeForce, Vector2 collisionNormal) { if (!_isDead) { rigidbody2D.isKinematic = true; collider2D.enabled = false; _isDead = true; SetSpeed(0); Animator.SetFloat(AnimatorStrikeForceParam, strikeForce); Animator.SetBool(AnimatorRandomDeathParam, Random.value > 0.6f); _audioSources [Random.Range(0, _audioSources.Length)].Play(); gameObject.layer = NotCollidePlayerLayer; Scorer.AddPoints(ScorePoints); return(true); } else { return(false); } }