void Start() { //Singleton if (INSTANCE == null) { INSTANCE = this; } //Seteo de variables al empezar un nivel MobSpawning.score = 0; maxHealth = 99; auxHealth = maxHealth; currentHealth = maxHealth; isGameOver = false; screenSizePixels.x = Screen.width; screenSizePixels.y = Screen.height; interactable = GetComponent <GraphicRaycaster>(); isShooting = false; // Setea la cantidad de armas, si es el tutorial, da pocas if (DATA.instance.level == 2) { axeCount = 3; } else { axeCount = 20; } //CameraScript.ActualizeAxeCount(); screamSounds = GetComponents <AudioSource>(); foreach (AudioSource a in screamSounds) { screamQueue.Enqueue(a); } //Busca los empty GameObjects para disparar leftShootPos = GameObject.Find("LeftShootPos"); rightShootPos = GameObject.Find("RightShootPos"); aimRight = true; // Instancia la pool de Armas for (int i = 0; i < weaponPool.Length; i++) { weaponPool[i] = Instantiate(weaponTypes[Random.Range(0, weaponTypes.Length)]); weaponPool[i].SetActive(false); weaponQueue.Enqueue(weaponPool[i]); } // Instancia la pool de Armas Basura for (int i = 0; i < trashPool.Length; i++) { trashPool[i] = Instantiate(trashTypes[Random.Range(0, trashTypes.Length)]); trashPool[i].SetActive(false); trashQueue.Enqueue(trashPool[i]); } }
private void OnTriggerStay2D(Collider2D collision) { if ( onLayer(collision.gameObject, "Player") && !isCarried && //gameObject.GetComponent<Rigidbody2D>().velocity.magnitude < 0.001f && gameObject.tag != "Sticky" && gameObject.tag != "Bouncy" ) { playerController = collision.GetComponent <ThrowingController>(); Transform hodor = playerController.GetHodor(gameObject); if (hodor != null) { isCarried = true; oldParent = transform.parent; transform.SetParent(hodor); transform.position = hodor.position; Bumper.layer = LayerMask.NameToLayer("HeadItem"); } } }