void SetCargerFalse(Collider2D col) { countCargerAgain = 0; countStartFollow = 0; carger = false; dir = Vector2.zero; toGo = Vector2.zero; anim.SetBool("Carger", carger); firstTime = false; if (col.CompareTag("Player")) { HealthPlayer healthPlayer = col.GetComponent <HealthPlayer>(); healthPlayer.Damage(damage); GetComponent <AudioManagerEnemies>().PlayAudiosAttack(); carger = false; if (healthPlayer.IsDead()) { StartCoroutine(ResetPos()); } } else { if (!hasFlipped) { Flip(); hasFlipped = true; } } }
public void TeleportToTPVoid(int damage) { //EXPLICACION //Se llama desde Void.cs, cuando caes al vacio recibes 1 de daño //y te teletransportas a la posicion guardada al pasar por el checkpoint. hp.Damage(damage); transform.position = posTpVoid; }
public void NoDamageShield(BulletType type) { if (data.baseStats.bulletType[currentType].Equals(type)) { Debug.Log("No Damage"); HealthPlayer player = FindObjectOfType <HealthPlayer>(); player.Damage(0); } else { Debug.Log("Damage"); HealthPlayer player = FindObjectOfType <HealthPlayer>(); Bullet bullet = FindObjectOfType <Bullet>(); player.Damage(bullet.damage); } }
private void OnCollisionStay2D(Collision2D collision) { if (collision.gameObject.tag == "Player") { //VARIABLES //Count: Contador de segundos //timeToDamagePlayer: Se le da el valor desde el inspector, //indica cada cuanto tiempo se le hará daño al player. //EXPLICACIÓN //Lo que se pretende es que cada 'X' segundos de estar encima //de una estalagmita, el jugador reciba 1 de daño. //De esta forma evitamos que el player se mantenga mucho tiempo encima. count += Time.deltaTime; if (count >= timeToDamagePlayer) { health.Damage(1); count = 0; } } }
private void OnTriggerEnter(Collider other) { if (other.CompareTag("Enemy")) { Debug.Log("Enemigo"); Enemy enemy = other.GetComponent <Enemy>(); if (enemy != null) { Debug.Log("Buuu"); enemy.Damage(damage); Destroy(this.gameObject); } } if (other.CompareTag("Player")) { HealthPlayer player = other.GetComponent <HealthPlayer>(); if (player != null) { player.Damage(damage); Destroy(this.gameObject); } } if (other.CompareTag("EnemyBullet")) { Destroy(other.gameObject); Destroy(this.gameObject); } else { Destroy(this.gameObject, 1f); } }
private void OnCollisionEnter2D(Collision2D collision) { Vector2 pos = new Vector2(transform.position.x, transform.position.y - 50); Instantiate(VFX_destroy, pos, Quaternion.identity, null); if (collision.gameObject.CompareTag("Player")) { playerHealth.Damage(1); gameObject.SetActive(false); } if (collision.gameObject.CompareTag("Ground")) { gameObject.SetActive(false); } if (collision.gameObject.CompareTag("Enemy")) { if (collision.gameObject.TryGetComponent(out HealthEnemies h)) { h.Damage(3); } gameObject.SetActive(false); } Destroy(gameObject, 1); }