// Bullet hitting enemies void OnTriggerEnter2D(Collider2D hitInfo) { // Hit info on what enemies the bullet hits Rat rat = hitInfo.GetComponent <Rat>(); Wolf wolf = hitInfo.GetComponent <Wolf>(); Bear bear = hitInfo.GetComponent <Bear>(); if (rat != null) { // Rat Death sounds PlayerSoundScript.PlaySound("RatDeath"); // Rat takes damage from the shotgun bullet rat.TakeDamage(shotgundamage); } if (wolf != null) { // Wolf Death sounds PlayerSoundScript.PlaySound("DogBark"); // Wolf takes damage from the shotgun bullet wolf.TakeDamage(shotgundamage); } if (bear != null) { // Boss Death sounds //PlayerSoundScript.PlaySound ("Growl"); // boss takes damage from the shotgun bullet bear.TakeDamage(shotgundamage); } // When adequate damage is given to enemy they are destroyed Destroy(gameObject); }
private void OnTriggerEnter2D(Collider2D other) { if (other.gameObject.CompareTag("EnergyPickup")) { // Plays the sound for power up PlayerSoundScript.PlaySound("EnergyPower"); // Destroys the object once taken Destroy(other.gameObject); // Changes player speed playerJumpPower = 2000; // Changes the color of the player to signify the power up change GetComponent <SpriteRenderer>().color = Color.yellow; // Reset Player StartCoroutine(ResetPower()); } if (other.gameObject.CompareTag("Axe")) { // Plays the sound for Weapon pickup PlayerSoundScript.PlaySound("WeaponEquip"); // Destroys the object once taken Destroy(other.gameObject); // Changes player sprite renderer = GetComponent <SpriteRenderer>(); playerAxe = Resources.Load <Sprite> ("MC-axe"); renderer.sprite = playerAxe; //playerAnim.SetTrigger("AxeCollect"); } if (other.gameObject.CompareTag("Checkpoint")) { // Plays the sound for Checkpoint PlayerSoundScript.PlaySound("CheckpointCP"); // Destroys the object once taken Destroy(other.gameObject); } if (other.gameObject.CompareTag("Coins")) { // Plays the sound for Checkpoint PlayerSoundScript.PlaySound("Coin"); // Destroys the object once taken Destroy(other.gameObject); } if (other.gameObject.CompareTag("Gun")) { // Plays the sound for Checkpoint PlayerSoundScript.PlaySound("Gun"); //GetComponent<GameObject>(); renderer = GetComponent <SpriteRenderer>(); playerGun = Resources.Load <Sprite> ("MC-SHOGUN"); renderer.sprite = playerGun; // Destroys the object once taken Destroy(other.gameObject); } }
void OnCollisionEnter2D(Collision2D col) { if (col.transform.CompareTag("Player")) { // Plays death sound PlayerSoundScript.PlaySound("PlayerDeath"); // moves player to spawnpoint when dead col.transform.position = spawnPoint.position; } }
void Awake() { if (instance != null && instance != this) { Destroy(this.gameObject); return; } else { instance = this; } DontDestroyOnLoad(this.gameObject); }
void PlayerMove() { //Controls moveX = Input.GetAxis("Horizontal"); //PlayerSounds.PlaySound ("PlayerWalk"); if (Input.GetButtonDown("Jump")) { if (isGrounded) { // Player Jumping sounds PlayerSoundScript.PlaySound("Playerjump"); //Calling player jump Jump(); canDoubleJump = true; } else { if (canDoubleJump) { // Plays jump sound PlayerSoundScript.PlaySound("Playerjump"); canDoubleJump = false; GetComponent <Rigidbody2D>().velocity = new Vector2(GetComponent <Rigidbody2D>().velocity.x, 0); GetComponent <Rigidbody2D>().AddForce(Vector2.up * playerJumpPower); } } } //Animation //Player Direction Vector3 playerScale = transform.localScale; // Player flip if (Input.GetAxis("Horizontal") < 0) { playerScale.x = -0.9f; } else if (Input.GetAxis("Horizontal") > 0) { playerScale.x = 0.9f; } transform.localScale = playerScale; //Physics gameObject.GetComponent <Rigidbody2D>().velocity = new Vector2(moveX * playerSpeed, gameObject.GetComponent <Rigidbody2D>().velocity.y); }
// Die method when health is 0 void Die() { PlayerSoundScript.PlaySound("Growl"); Destroy(gameObject); }
/****************************************************** * MonoBehaviour methods, OnTriggerEnter ******************************************************/ void OnTriggerEnter(Collider other) { PlayerSoundScript soundScript = other.gameObject.GetComponent <PlayerSoundScript>(); if (soundScript != null) { soundScript.playGunShotSound(); } if (!IsRegenerating) { // a collider with the PlayerScript can only collect the item PlayerScript player = other.GetComponent <PlayerScript>(); if (player != null) { IsRegenerating = true; // do something here /*if(position==1){ * player.itemHeld = 27;//Random.Range(1,100); * } * else if(position==2){ * * }*/ float position = other.GetComponent <PlayerPositionScript>().raceposition; float HP = other.GetComponent <PlayerScript>().HP; if (player.itemHeld == 0) { if (position == 1) { if (HP < 50) { player.itemHeld = Random.Range(position1low[0], position1low.Length); } else { player.itemHeld = Random.Range(position1[0], position1.Length); } } else if (position == 2) { if (HP < 50) { player.itemHeld = Random.Range(position2low[0], position2low.Length); } else { player.itemHeld = Random.Range(position2[0], position2.Length); } } else if (position == 3 || position == 4) { player.itemHeld = Random.Range(1, 100); } else if (position == 5) { if (HP < 50) { player.itemHeld = Random.Range(position5low[0], position5low.Length); } else { player.itemHeld = Random.Range(position5[0], position5.Length); } } else { if (HP < 50) { player.itemHeld = Random.Range(position6low[0], position6low.Length); } else { player.itemHeld = Random.Range(position6[0], position6.Length); } } } } } }
// Shoot method void Shoot() { // gun sound PlayerSoundScript.PlaySound("Shotgun"); Instantiate(bulletPrefab, firepoint.position, firepoint.rotation); }