//****************************************************************** OnTriggerEnter2D function ******************************************************************
    //This function defines behavior once another entity with a collider enters an IsTrigger collision with this entity's colliders
    //Our radius for the enemy is an IsTrigger collision, meaning it will begin targeting the player when the radius is touched
    private void OnTriggerEnter2D(Collider2D collision)
    {
        //Collision must be with the player's collider
        if (collision.gameObject.tag == "Player")
        {
            playerFound = true;

            //if (Vector3.Distance(collision.gameObject.transform.position, this.transform.position) > 0)
            //{
            //    ene
            //}
        }

        if (collision.gameObject.tag == "PlayerHit")
        {
            Debug.Log("Hit");
            //hit testing
            StartCoroutine(FlashColor());

            V3PlayerCharacterControler temp = collision.gameObject.GetComponentInParent <V3PlayerCharacterControler>();
            float tempDamage = temp.meleeDamageValue;
            ApplyDamage(tempDamage);
        }

        if (collision.gameObject.tag == "BulletHit")
        {
            Debug.Log("Hit");
            //hit testing
            StartCoroutine(FlashColor());
            float receivedDamage = collision.gameObject.GetComponent <Bullet>().damage;
            ApplyDamage(receivedDamage);
        }
    }
 void Awake()
 {
     _player               = FindObjectOfType <V3PlayerCharacterControler>();
     _playerRigidBody      = _player.GetComponent <Rigidbody2D>();
     _initialPlayerGravity = _playerRigidBody.gravityScale;
     _teleportDelay        = 0.5f;
     _canTeleport          = true;
 }
Exemple #3
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    private void OnTriggerEnter2D(Collider2D collision)
    {
        if (collision.gameObject.tag == "PlayerHit")
        {
            _takeDamageAudio.Play();
            V3PlayerCharacterControler temp = collision.gameObject.GetComponentInParent <V3PlayerCharacterControler>();
            float tempDamage = temp.meleeDamageValue;
            TakeDamage(tempDamage);
        }

        if (collision.gameObject.tag == "Player")
        {
            V3PlayerCharacterControler playerChar = collision.GetComponent <V3PlayerCharacterControler>();
            playerChar.ApplyDamage(5);
        }
    }
Exemple #4
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    void OnTriggerEnter2D(Collider2D collision)
    {
        if (collision.gameObject.tag == "Player")
        {
            V3PlayerCharacterControler playerChar = collision.GetComponent <V3PlayerCharacterControler>();
            playerChar.ApplyDamage(damage);
            Destroy(gameObject);
        }

        if (collision.gameObject.tag == "Environment")
        {
            Destroy(gameObject);
        }

        if (Spread != null)
        {
            Spread.GetComponent <ParticleSystem>().Play();
        }
    }
Exemple #5
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 public void Animate(bool isGrounded, float horizontalMove)
 {
     if (canLoop)
     {
         if (isGrounded)
         {
             if (activeAnimationState != CharacterAnimationState.idle && horizontalMove == 0)
             {
                 PlayIdleAnimation();
                 if (gameObject.tag == "Player")
                 {
                     V3PlayerCharacterControler player = FindObjectOfType <V3PlayerCharacterControler>(); //TODO - MWB - Make less expensive. This is BAD
                     player.soundManager.StopRunSound();
                     player.weapon.Show();
                 }
             }
             else if (activeAnimationState != CharacterAnimationState.run && horizontalMove != 0)
             {
                 PlayRunAnimation();
                 if (gameObject.tag == "Player")
                 {
                     V3PlayerCharacterControler player = FindObjectOfType <V3PlayerCharacterControler>();//TODO - MWB - Make less expensive. This is BAD
                     player.soundManager.PlayRunSound();
                     player.weapon.Hide();
                 }
             }
         }
         else
         {
             if (activeAnimationState != CharacterAnimationState.jump)
             {
                 if (gameObject.tag == "Player")
                 {
                     V3PlayerCharacterControler player = FindObjectOfType <V3PlayerCharacterControler>(); //TODO - MWB - Make less expensive. This is BAD
                     player.soundManager.StopRunSound();
                     player.weapon.Show();
                 }
                 PlayJumpAnimation();
             }
         }
     }
 }