// Use this for initialization void Start() { trap = GetComponent <Transform>(); cam = Camera.main; rb = GetComponent <Rigidbody2D>(); initialSpeed = speed; tiltAngle = 0f; isSet = true; //make false if activate to set temp_player = FindObjectOfType <PlayerSector>(); trapTime = 10.0f; isBlinking = false; GetMoveAxis(); }
void FixedUpdate() { transform.position -= direction / distance * speed; if (Mathf.Sqrt(Mathf.Pow(transform.position.x, 2) + Mathf.Pow(transform.position.y + 11f, 2)) < 8.25f) { playBoltStrike(); Destroy(gameObject); if (Health.healthcount > 0) { Health.AddHealth(-10); PlayerSector.SlowDown(); ReminderManager.SlowDown(); PlayerSector.slow.SetActive(true); } } }
private void OnTriggerEnter2D(Collider2D other) { if (other.gameObject.name == "Player" || other.gameObject.CompareTag("Wall")) { playBoltStrike(); Destroy(gameObject); if (Health.healthcount > 0) { Health.AddHealth(-10); PlayerSector.SlowDown(); ReminderManager.SlowDown(); PlayerSector.slow.SetActive(true); } } if (other.gameObject.CompareTag("Trap")) { //if (other.gameObject.GetComponent<RadialTrap>().isSet) { playExplosion(); Destroy(gameObject); ScoreManager.AddScore(2); } } if (other.gameObject.CompareTag("Bullet")) { playExplosion(); Destroy(gameObject); Destroy(other.gameObject); ScoreManager.AddScore(2); } if (other.gameObject.CompareTag("Grenade")) { playExplosion(); Destroy(gameObject); ScoreManager.AddScore(2); } }