Inheritance: MonoBehaviour
    void OnCollisionEnter2D(Collision2D col)
    {
        if (col.gameObject.tag == "enemy") { //if collided object has this specified tag
            LightChanger.Change(); //Decrease the players range if light by specified value;
            SoundManager.PlaySound("zap"); //Create sound upon collision

        }

        if (col.gameObject.tag == "bullet") {
            LightChanger.Change();
            SoundManager.PlaySound("zap");

        }

        if (col.gameObject.tag == "square") {
            LightChanger.Change();
            SoundManager.PlaySound("zap");

        }

        if (col.gameObject.tag == "r1") {
            LightChanger.Change();
            SoundManager.PlaySound("zap");

        }
        if (col.gameObject.tag == "bounds") {
            LightChanger.Change();
            SoundManager.PlaySound("zap");

        }
    }
Esempio n. 2
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    public void explode()
    {
        Collider2D[] objects = Physics2D.OverlapCircleAll(transform.position, fieldOfImpact, LayerToHit); //Check all objects inside fieldOfImpact

        foreach (Collider2D obj in objects)                                                               //for all object inside fieldOfImpact


        {
            Vector2 direction = obj.transform.position - transform.position;   //direction of enemies being pushed away upon explosion

            if (obj.gameObject.tag == "enemy")                                 //check if object has this tag
            {
                obj.GetComponent <Rigidbody2D>().AddForce(direction * force1); //add force to the enemy to push it away
                Destroy(obj.gameObject, 0.1f);                                 //destroy enemy after 0.1s of explosion
            }
            if (obj.gameObject.tag == "bullet")
            {
                obj.GetComponent <Rigidbody2D>().AddForce(direction * force2);
            }
            if (obj.gameObject.tag == "wallss")
            {
                Destroy(obj.gameObject);
            }
            if (obj.gameObject.tag == "r1")
            {
                obj.GetComponent <Rigidbody2D>().AddForce(direction * force2);
                Destroy(obj.gameObject, 0.3f);
            }
        }
        SoundManager.PlaySound("explode");                                                                     //instantiate sound upon explosion
        GameObject ExplosionEffectIns = Instantiate(ExplosionEffect, transform.position, Quaternion.identity); //instantiate explosion effect

        Destroy(ExplosionEffectIns, 3);                                                                        //destroy explosion effect after 3s
        LightChanger.ChangeLess();                                                                             //if player explodes, decrease his light by specific value...ChangeLess is a function called from another script(LightChanger)
    }
 // Implement IUnityAdsListener interface methods:
 public void OnUnityAdsDidFinish(string surfacingId, ShowResult showResult)
 {
     // Define conditional logic for each ad completion status:
     if (showResult == ShowResult.Finished)
     {
         // Reward the user for watching the ad to completion.
         LightChanger.ReChargeMenu();
     }
     else if (showResult == ShowResult.Skipped)
     {
         // Do not reward the user for skipping the ad.
     }
     else if (showResult == ShowResult.Failed)
     {
         Debug.LogWarning("The ad did not finish due to an error.");
     }
 }
    void Update()
    {
        if (Vector2.Distance(transform.position, target.position) < 10)           //check if the player is this close (10) from the enemy

        {
            if (Vector2.Distance(transform.position, target.position) > stoppingDistance)               //decide when the enemy stops chasing the player to prevent colliding

            {
                transform.position = Vector2.MoveTowards(transform.position, target.position, speed * Time.deltaTime);               // Start chasing target
                GameObject ElectricEffectIns = Instantiate(ElectricEffect, transform.position, Quaternion.identity);                 //Create the moving effect of the enemy
            }
        }
        if (Vector2.Distance(transform.position, target.position) < 4)           //check if the player is this close (4) from the enemy

        {
            LightChanger.Black();             //change the light of the player to black
        }
    }