Esempio n. 1
0
    void OnTriggerEnter2D(Collider2D other)
    {
        // If the player enters the trigger zone...
        if (FakeTag.IsTag(other, "Player"))
        {
            // Get a reference to the player health script.
            PlayerHealth playerHealth = other.GetComponent <PlayerHealth>();

            // Increasse the player's health by the health bonus but clamp it at 100.
            playerHealth.health += healthBonus;
            playerHealth.health  = Mathf.Clamp(playerHealth.health, 0f, 100f);

            // Update the health bar.
            playerHealth.UpdateHealthBar();

            // Trigger a new delivery.
            pickupSpawner.StartCoroutine(pickupSpawner.DeliverPickup());

            // Play the collection sound.
            AudioSource.PlayClipAtPoint(collect, transform.position);

            // Destroy the crate.
            Destroy(transform.root.gameObject);
        }
        // Otherwise if the crate hits the ground...
        else if (FakeTag.IsTag(other, "ground") && !landed)
        {
            // ... set the Land animator trigger parameter.
            anim.SetTrigger("Land");

            transform.parent = null;
            gameObject.AddComponent <Rigidbody2D>();
            landed = true;
        }
    }
Esempio n. 2
0
    void OnTriggerEnter2D(Collider2D col)
    {
        // If it hits an enemy...
        if (FakeTag.IsTag(col, "Enemy"))
        {
            // ... find the Enemy script and call the Hurt function.
            col.gameObject.GetComponent <Enemy>().Hurt();

            // Call the explosion instantiation.
            OnExplode();

            // Destroy the rocket.
            Destroy(gameObject);
        }
        // Otherwise if it hits a bomb crate...
        else if (FakeTag.IsTag(col, "BombPickup"))
        {
            // ... find the Bomb script and call the Explode function.
            col.gameObject.GetComponent <Bomb>().Explode();

            // Destroy the bomb crate.
            Destroy(col.transform.root.gameObject);

            // Destroy the rocket.
            Destroy(gameObject);
        }
        // Otherwise if the player manages to shoot himself...
        else if (!FakeTag.IsTag(col, "Player"))
        {
            // Instantiate the explosion and destroy the rocket.
            OnExplode();
            Destroy(gameObject);
        }
    }
Esempio n. 3
0
    void FixedUpdate()
    {
        // Create an array of all the colliders in front of the enemy.
        Collider2D[] frontHits = Physics2D.OverlapPointAll(frontCheck.position, 1);

        // Check each of the colliders.
        foreach (Collider2D c in frontHits)
        {
            // If any of the colliders is an Obstacle...
            if (FakeTag.IsTag(c, "Obstacle"))
            {
                // ... Flip the enemy and stop checking the other colliders.
                Flip();
                break;
            }
        }

        // Set the enemy's velocity to moveSpeed in the x direction.
        GetComponent <Rigidbody2D>().velocity = new Vector2(transform.localScale.x * moveSpeed, GetComponent <Rigidbody2D>().velocity.y);

        // If the enemy has one hit point left and has a damagedEnemy sprite...
        if (HP == 1 && damagedEnemy != null)
        {
            // ... set the sprite renderer's sprite to be the damagedEnemy sprite.
            ren.sprite = damagedEnemy;
        }

        // If the enemy has zero or fewer hit points and isn't dead yet...
        if (HP <= 0 && !dead)
        {
            // ... call the death function.
            Death();
        }
    }
Esempio n. 4
0
    void OnCollisionEnter2D(Collision2D col)
    {
        // If the colliding gameobject is an Enemy...
        if (FakeTag.IsTag(col.collider, "Enemy"))
        {
            // ... and if the time exceeds the time of the last hit plus the time between hits...
            if (Time.time > lastHitTime + repeatDamagePeriod)
            {
                // ... and if the player still has health...
                if (health > 0f)
                {
                    // ... take damage and reset the lastHitTime.
                    TakeDamage(col.transform);
                    lastHitTime = Time.time;
                }
                // If the player doesn't have health, do some stuff, let him fall into the river to reload the level.
                else
                {
                    // Find all of the colliders on the gameobject and set them all to be triggers.
                    Collider2D[] cols = GetComponents <Collider2D>();
                    foreach (Collider2D c in cols)
                    {
                        c.isTrigger = true;
                    }

                    // Move all sprite parts of the player to the front
                    SpriteRenderer[] spr = GetComponentsInChildren <SpriteRenderer>();
                    foreach (SpriteRenderer s in spr)
                    {
                        s.sortingLayerName = "UI";
                    }

                    // ... disable user Player Control script
                    GetComponent <PlayerControl>().enabled = false;

                    // ... disable the Gun script to stop a dead guy shooting a nonexistant bazooka
                    GetComponentInChildren <Gun>().enabled = false;

                    // ... Trigger the 'Die' animation state
                    anim.SetTrigger("Die");
                }
            }
        }
    }
Esempio n. 5
0
    public void Explode()
    {
        // The player is now free to lay bombs when he has them.
        layBombs.bombLaid = false;

        // Make the pickup spawner start to deliver a new pickup.
        pickupSpawner.StartCoroutine(pickupSpawner.DeliverPickup());

        // Find all the colliders on the Enemies layer within the bombRadius.
        Collider2D[] enemies = Physics2D.OverlapCircleAll(transform.position, bombRadius, 1 << LayerMask.NameToLayer("Enemies"));

        // For each collider...
        foreach (Collider2D en in enemies)
        {
            // Check if it has a rigidbody (since there is only one per enemy, on the parent).
            Rigidbody2D rb = en.GetComponent <Rigidbody2D>();
            if (rb != null && FakeTag.IsTag(en, "Enemy"))
            {
                // Find the Enemy script and set the enemy's health to zero.
                rb.gameObject.GetComponent <Enemy>().HP = 0;

                // Find a vector from the bomb to the enemy.
                Vector3 deltaPos = rb.transform.position - transform.position;

                // Apply a force in this direction with a magnitude of bombForce.
                Vector3 force = deltaPos.normalized * bombForce;
                rb.AddForce(force);
            }
        }

        // Set the explosion effect's position to the bomb's position and play the particle system.
        explosionFX.transform.position = transform.position;
        explosionFX.Play();

        // Instantiate the explosion prefab.
        Instantiate(explosion, transform.position, Quaternion.identity);

        // Play the explosion sound effect.
        AudioSource.PlayClipAtPoint(boom, transform.position);

        // Destroy the bomb.
        Destroy(gameObject);
    }
Esempio n. 6
0
    void OnTriggerEnter2D(Collider2D col)
    {
        // If the player hits the trigger...
        if (FakeTag.IsTag(col, "Player"))
        {
            // .. stop the camera tracking the player
            GameObject.FindGameObjectWithTag("MainCamera").GetComponent <CameraFollow>().enabled = false;

            // .. stop the Health Bar following the player
            if (GameObject.FindGameObjectWithTag("HealthBar").activeSelf)
            {
                GameObject.FindGameObjectWithTag("HealthBar").SetActive(false);
            }

            // ... instantiate the splash where the player falls in.
            Instantiate(splash, col.transform.position, transform.rotation);
            // ... destroy the player.
            Destroy(col.gameObject);
            // ... reload the level.
            StartCoroutine("ReloadGame");
        }
    }
Esempio n. 7
0
    void Update()
    {
        // The player is grounded if a linecast to the groundcheck position hits anything on the ground layer.
        var groundHits = Physics2D.LinecastAll(transform.position, groundCheck.position);

        grounded = false;

        if (groundHits != null)
        {
            foreach (var hit in groundHits)
            {
                if (FakeTag.IsTag(hit.collider, "ground"))
                {
                    grounded = true;
                }
            }
        }

        // If the jump button is pressed and the player is grounded then the player should jump.
        if (Input.GetKeyDown(KeyCode.Space) && grounded)
        {
            jump = true;
        }
    }
Esempio n. 8
0
    void OnTriggerEnter2D(Collider2D other)
    {
        // If the player enters the trigger zone...
        if (FakeTag.IsTag(other, "Player"))
        {
            // ... play the pickup sound effect.
            AudioSource.PlayClipAtPoint(pickupClip, transform.position);

            // Increase the number of bombs the player has.
            other.GetComponent <LayBombs>().bombCount++;

            // Destroy the crate.
            Destroy(transform.root.gameObject);
        }
        // Otherwise if the crate lands on the ground...
        else if (FakeTag.IsTag(other, "ground") && !landed)
        {
            // ... set the animator trigger parameter Land.
            anim.SetTrigger("Land");
            transform.parent = null;
            gameObject.AddComponent <Rigidbody2D>();
            landed = true;
        }
    }