/*MUTATED FRUIT: player uses a mutated fruit to various effects*/ void UseMutatedFruit() { if (numFruits != 0) { numFruits--; int effect = Random.Range(0, 3); switch (effect) { case 0: //Player will get hurt twice as much TopDownCharacterController.SetInDamageRatio(newDamageRatio); Debug.Log("HURT TWICE AS MUCH"); break; case 1: //Player regains health TopDownCharacterController.IncreaseLife(lifeIncrease); Debug.Log("LIFE INCREASE +1"); break; case 2: //Player gets more fruit numFruits += plusFruits; Debug.Log("TWO MORE FRUITS"); break; } } }
void OnTriggerEnter(Collider collider) { if (collider.gameObject.tag == "sword" || collider.gameObject.tag == "bullet") { getHit(TopDownCharacterController.GetEffectiveAttackStrength()); Destroy(collider.gameObject); // Bullet explodes sword ... bounces off? } }
private void Start() { _animator = GetComponent <Animator>(); _controller = GetComponent <TopDownCharacterController>(); _specialController = GetComponent <SpecialInputController>(); _controller.MovementUpdate += ControllerOnMovementUpdate; _specialController.AlarmPress += SpecialControllerOnAlarmPress; }
/*EPIPEN: the player can move faster and takes less damage*/ void Epipen() { if (canUseEpipen) { canUseEpipen = false; //Adjust speed of player and amount of damage done TopDownCharacterController.SetSpeedBonus(35f); TopDownCharacterController.SetInDamageRatio(0.5f); } }
/*MUFFLING RAGS: walking makes less noise*/ void MufflingRags() { TopDownCharacterController.SetNoise(Random.Range(0.0f, 2.0f)); canUseRags = false; }
private void Start() { _controller = GetComponent <TopDownCharacterController>(); }
// Update is called once per frame void Update() { if (canMove && Vector3.Distance(transform.position, characterObject.transform.position) <= TopDownCharacterController.GetNoise() * 50f) { meatToFollow = GameObject.FindGameObjectWithTag("meat"); flareToFollow = GameObject.FindGameObjectWithTag("flare"); if (characterObject != null && flareToFollow == null && (meatToFollow == null || enemyType != "carnivore")) { transform.position = Vector3.MoveTowards(transform.position, characterObject.transform.position, 12 * Time.deltaTime); } else if (characterObject != null && flareToFollow != null) { transform.position = Vector3.MoveTowards(transform.position, flareToFollow.transform.position, 12 * Time.deltaTime); } else if (characterObject != null && enemyType == "carnivore" && meatToFollow != null) { transform.position = Vector3.MoveTowards(transform.position, meatToFollow.transform.position, 12 * Time.deltaTime); } } }
private void Awake() { _character = FindObjectOfType <TopDownCharacterController>(); }