Esempio n. 1
0
    void OnCollisionEnter2D(Collision2D col)
    {
        Debug.Log(creator + "-" + col.gameObject.tag);
        if (col.gameObject.tag == "Enemy")
        {
            attacked = col.gameObject.GetComponent <EnemyAttacked>();
            attacked.killBullet();

            Instantiate(bloodImpact, this.transform.position, this.transform.rotation);
            Destroy(this.gameObject);
        }
        //		else if(col.gameObject.tag != "Bullet")
        //        {
        //            Instantiate(wallImpact, this.transform.position, this.transform.rotation);
        //            Destroy(this.gameObject);
        //        }
        else if (col.gameObject.tag == "Enemy" && creator == "Enemy")
        {
        }
        else if (col.gameObject.tag == "Player")
        {
            Instantiate(bloodImpact, this.transform.position, this.transform.rotation);
            PlayerHealth.dead = true;
            Destroy(this.gameObject);
        }
        else if (col.gameObject.tag != "Enemy" && col.gameObject.tag != "Player" && col.gameObject.tag != "Bullet") //add "col.gameObject.tag != "Bullet"". Because when player and enemy shot, bullets can destroy each other
        {
            Instantiate(wallImpact, this.transform.position, this.transform.rotation);
            Destroy(this.gameObject);
        }
    }
Esempio n. 2
0
 void OnCollisionEnter2D(Collision2D coll)
 {
     if (coll.gameObject.tag == "enemy")
     {
         ea = coll.gameObject.GetComponent <EnemyAttacked>();
         ea.killBullet();
         Destroy(gameObject);
     }
     else
     {
         Destroy(gameObject);
     }
 }
Esempio n. 3
0
    void OnCollisionEnter2D(Collision2D col)     //if it hits gameobject it will get enemyattacked script  ant then killed them by the bullet
    {
        if (col.gameObject.tag == "Enemy")
        {
            attacked = col.gameObject.GetComponent <EnemyAttacked> ();
            attacked.killBullet();
            Instantiate(bloodImpact, this.transform.position, this.transform.rotation);              //create blood sprite and destroy the bullet
            Destroy(this.gameObject);
        }
        else if (col.gameObject.tag == "Player")
        {
            Instantiate(bloodImpact, this.transform.position, this.transform.rotation);
            PlayerHealth.dead = true;            //new for 10
            Destroy(this.gameObject);
        }

        else
        {
            Instantiate(wallImpact, this.transform.position, this.transform.rotation);              //if it hit not the enemy  it will just create wall impact
            Destroy(this.gameObject);
        }
    }
Esempio n. 4
0
 void OnCollisionEnter2D(Collision2D col)
 {
     if (col.gameObject.tag == "Enemy")
     {
         attacked = col.gameObject.GetComponent <EnemyAttacked> ();
         attacked.killBullet();
         Instantiate(bloodImpact, this.transform.position, this.transform.rotation);
         Destroy(this.gameObject);
     }
     else if (col.gameObject.tag == "Enemy" && creator == "Enemy")
     {
     }
     else if (col.gameObject.tag == "Heavy")
     {
         ha = col.gameObject.GetComponent <HeavyAttacked> ();
         ha.hitByBullet();
         Instantiate(bloodImpact, this.transform.position, this.transform.rotation);
         Destroy(this.gameObject);
     }
     else if (col.gameObject.tag == "Player")
     {
         Instantiate(bloodImpact, this.transform.position, this.transform.rotation);
         PlayerHealth.dead = true;            //new for 10
         Destroy(this.gameObject);
     }
     else if (col.gameObject.tag != "Enemy" && col.gameObject.tag != "Player" && col.gameObject.tag != "Dog" && col.gameObject.tag != "Heavy")
     {
         //Debug.Log ("hit");
         Instantiate(wallImpact, this.transform.position, this.transform.rotation);
         Destroy(this.gameObject);
     }
     else if (col.gameObject.tag == "Dog")
     {
         Instantiate(bloodImpact, this.transform.position, this.transform.rotation);
         col.gameObject.GetComponent <DogHealth> ().killDog();
     }
 }
Esempio n. 5
0
    void OnCollisionEnter2D(Collision2D col)
    {
        if (col.gameObject.tag == "Enemy")
        {
            attacked = col.gameObject.GetComponent <EnemyAttacked> ();
            //attacked.killBullet (); // Llama a la funcion para matar con arma

            // EL SIGUIENTE CODIGO ES PARA QUE MIRTHA TENGA MAS VIDA

            if (GameManager.lifeBoss > 0 && col.gameObject.name == "Mirtha")
            {
                GameManager.lifeBoss -= 1;
            }
            else
            {
                attacked.killBullet(this);
            }

            // AQUI TERMINA EL CODIGO PARA MIRTHA

            Instantiate(bloodImpact, this.transform.position, this.transform.rotation);
            Destroy(this.gameObject);
        }
        else if (col.gameObject.tag == "Enemy" && creator == "Enemy")
        {
        }
        else if (col.gameObject.tag == "Heavy")
        {
            ha = col.gameObject.GetComponent <HeavyAttacked> ();
            ha.hitByBullet();
            Instantiate(bloodImpact, this.transform.position, this.transform.rotation);
            Destroy(this.gameObject);
        }
        else if (col.gameObject.tag == "Player")
        {
            Instantiate(bloodImpact, this.transform.position, this.transform.rotation);
            Debug.Log("*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-* Bullet");

            if (!PlayerHealth.dead)
            {
                PlayerHealth.dead = true;//new for 10
                //Debug.Log("me mato con el arma " + arma);
                int level;
                if (sceneName == "Tutorial")
                {
                    level = 0;
                }
                else
                {
                    level = Utils.LevelFromSceneName(sceneName);
                }
                Debug.Log("nivel de Morir: " + level);
                Debug.Log("enemigo de Morir: " + asesino);
                Debug.Log("tiempo de Morir: " + Time.timeSinceLevelLoad);
                Debug.Log("coordenada X de Morir: " + col.gameObject.transform.position.x);
                Debug.Log("coordenada Y de Morir: " + col.gameObject.transform.position.y);
                Debug.Log("arma de Morir: " + arma);
                Debug.Log("Insertar evento de morir");

                Analytics.CustomEvent("Morir", new Dictionary <string, object>
                {
                    { "nivel", level },
                    { "enemigo", asesino },
                    { "tiempo", Time.timeSinceLevelLoad },
                    { "CordenadasX", col.gameObject.transform.position.x },
                    { "CordenadasY", col.gameObject.transform.position.y },
                    { "Arma", arma }
                }
                                      );

                // Morir
            }

            Destroy(this.gameObject);
        }
        else if (col.gameObject.tag != "Enemy" && col.gameObject.tag != "Player" && col.gameObject.tag != "Dog" && col.gameObject.tag != "Heavy")
        {
            //Debug.Log ("hit");
            Instantiate(wallImpact, this.transform.position, this.transform.rotation);
            Destroy(this.gameObject);
        }
        else if (col.gameObject.tag == "Dog")
        {
            Instantiate(bloodImpact, this.transform.position, this.transform.rotation);
            col.gameObject.GetComponent <DogHealth> ().killDog();
        }
    }