Exemple #1
0
    //where bullet hits rock
    private void OnTriggerEnter2D(Collider2D otherCollider)
    {
        smallRock            smallRockObject = otherCollider.gameObject.GetComponent <smallRock>();
        BigRock              BigRockObject   = otherCollider.gameObject.GetComponent <BigRock>();
        RockMasterShotScript RockmasterShot  = otherCollider.gameObject.GetComponent <RockMasterShotScript>();

        if (smallRockObject != null)
        {
            //make rock explode
            Instantiate(SmallExplosionObject, smallRockObject.transform.position, transform.rotation);

            //destroy object rock and player
            EnemyMaker.movingSmallRock1 = false;
            EnemyMaker.smallRockTimer1  = 0f;

            smallRockObject.transform.position = new Vector2(smallRockObject.transform.position.x, myScreen.y + 1f);
            Destroy(BulletObject);
        }
        else if (BigRockObject != null)
        {
            //make rock explode
            Instantiate(BigExplosionObject, BigRockObject.transform.position, transform.rotation);

            //destroy object rock and player
            EnemyMaker.movingBigRock = false;
            EnemyMaker.bigRockTimer  = 0f;

            BigRockObject.transform.position = new Vector2(BigRockObject.transform.position.x, myScreen.y + 1f);
            Destroy(BulletObject);
        }
        else if (RockmasterShot != null)
        {
            //make rock explode
            Instantiate(SmallShockObject, RockmasterShot.transform.position, transform.rotation);
            RockmasterShot.transform.position = new Vector2(RockmasterShot.transform.position.x, RockmasterShot.transform.position.y + 1);
            Destroy(BulletObject);
        }
    }
Exemple #2
0
    //where player hits rock
    private void OnTriggerEnter2D(Collider2D otherCollider)
    {
        smallRock            smallRockObject = otherCollider.gameObject.GetComponent <smallRock>();
        BigRock              BigRockObject   = otherCollider.gameObject.GetComponent <BigRock>();
        PowerUps             PowerUpObject   = otherCollider.gameObject.GetComponent <PowerUps>();
        VillagerScript       VillagerObject  = otherCollider.gameObject.GetComponent <VillagerScript>();
        RockMasterShotScript RockMasterShot  = otherCollider.gameObject.GetComponent <RockMasterShotScript>();

        //if the collliding object is small rock
        if (smallRockObject != null)
        {
            EnemyMaker.movingSmallRock1 = false;
            EnemyMaker.smallRockTimer1  = 0f;
            //destroy object rock and player
            smallRockObject.transform.position = new Vector2(smallRockObject.transform.position.x, myScreen.y + 1f);
            ReAudioManager.myAudioClipsSFXs[4].Play();                                               //play player explode
            Destroy(PlayerObject.gameObject);
            Instantiate(PlayerExplosionObject, PlayerObject.transform.position, transform.rotation); //player to explode

            //make lose menu appear
            WhenPlayerDies();
        }

        //if the collliding object is big rock
        if (BigRockObject != null)
        {
            EnemyMaker.movingBigRock = false;
            EnemyMaker.bigRockTimer  = 0f;
            //destroy object rock and player
            BigRockObject.transform.position = new Vector2(BigRockObject.transform.position.x, myScreen.y + 1f);
            ReAudioManager.myAudioClipsSFXs[4].Play();                                               //play player explode
            Destroy(PlayerObject.gameObject);
            Instantiate(PlayerExplosionObject, PlayerObject.transform.position, transform.rotation); //player to explode

            //make lose menu appear
            WhenPlayerDies();
        }

        //if the collliding object is rockmaster fire
        if (RockMasterShot != null)
        {
            RockMasterShotScript.RockMasterShotMoving = false;

            //destroy object rock and player
            RockMasterShot.transform.position = new Vector2(RockMasterShot.transform.position.x, myScreen.y + 1f);
            ReAudioManager.myAudioClipsSFXs[4].Play();                                               //play player explode
            Destroy(PlayerObject.gameObject);
            Instantiate(PlayerExplosionObject, PlayerObject.transform.position, transform.rotation); //player to explode

            //make lose menu appear
            WhenPlayerDies();
        }


        //if the collliding object is power up
        if (PowerUpObject != null)
        {
            //destroy power up
            Destroy(PowerUpObject.gameObject);
            ReAudioManager.myAudioClipsSFXs[6].Play();                                                  //play get powerup
            Instantiate(BulletAcquiredAnimObject, PlayerObject.transform.position, transform.rotation); //show animation for getting power up

            //Give Player more bullets
            if (availableBullet < numberOfPossibleBullets)   //check the possible bullets that can be gotten
            {
                availableBullet += numberOfBulletsPerPotion; //Increase shootable bullets
                if (availableBullet > numberOfPossibleBullets)
                {
                    availableBullet = numberOfPossibleBullets;
                }
            }
        }

        //if the collliding object is villager
        if (VillagerObject != null)
        {
            VillagerManager.villagerMoving    = false;
            VillagerManager.VillagerCountDown = 0f;

            //destroy object rock and player
            VillagerObject.transform.position = new Vector2(VillagerObject.transform.position.x, myScreen.y + 1f);
            ReAudioManager.myAudioClipsSFXs[8].Play();                                               //play get village
            Instantiate(PlayerExplosionObject, PlayerObject.transform.position, transform.rotation); //player to explode

            intVillagersAcquired          += 1;
            VillageAcquiredTextObject.text = intVillagersAcquired.ToString() + "/" + intVillagersToAcquire + " Villagers";

            //For Level To End
            if (intVillagersAcquired == intVillagersToAcquire)
            {
                PlayerPrefs.SetInt("Current_Score", intPlayerScore);
                //Get The number of Villagers saved so far and add to the saved ones
                PlayerPrefs.GetInt("Villager_Total_Amount");
                PlayerPrefs.SetInt("Villager_Total_Amount", PlayerPrefs.GetInt("Villager_Total_Amount") + intVillagersAcquired);

                PlayerPrefs.SetInt("Level_Amount", intVillagersAcquired);

                SceneManager.LoadScene("SecondAnimation");
                SceneManager.UnloadSceneAsync("RockEvaders");
            }
        }
    }