//where bullet hits rock private void OnTriggerEnter2D(Collider2D otherCollider) { smallRock smallRockObject = otherCollider.gameObject.GetComponent <smallRock>(); BigRock BigRockObject = otherCollider.gameObject.GetComponent <BigRock>(); RockMasterShotScript RockmasterShot = otherCollider.gameObject.GetComponent <RockMasterShotScript>(); if (smallRockObject != null) { //make rock explode Instantiate(SmallExplosionObject, smallRockObject.transform.position, transform.rotation); //destroy object rock and player EnemyMaker.movingSmallRock1 = false; EnemyMaker.smallRockTimer1 = 0f; smallRockObject.transform.position = new Vector2(smallRockObject.transform.position.x, myScreen.y + 1f); Destroy(BulletObject); } else if (BigRockObject != null) { //make rock explode Instantiate(BigExplosionObject, BigRockObject.transform.position, transform.rotation); //destroy object rock and player EnemyMaker.movingBigRock = false; EnemyMaker.bigRockTimer = 0f; BigRockObject.transform.position = new Vector2(BigRockObject.transform.position.x, myScreen.y + 1f); Destroy(BulletObject); } else if (RockmasterShot != null) { //make rock explode Instantiate(SmallShockObject, RockmasterShot.transform.position, transform.rotation); RockmasterShot.transform.position = new Vector2(RockmasterShot.transform.position.x, RockmasterShot.transform.position.y + 1); Destroy(BulletObject); } }
//where player hits rock private void OnTriggerEnter2D(Collider2D otherCollider) { smallRock smallRockObject = otherCollider.gameObject.GetComponent <smallRock>(); BigRock BigRockObject = otherCollider.gameObject.GetComponent <BigRock>(); PowerUps PowerUpObject = otherCollider.gameObject.GetComponent <PowerUps>(); VillagerScript VillagerObject = otherCollider.gameObject.GetComponent <VillagerScript>(); RockMasterShotScript RockMasterShot = otherCollider.gameObject.GetComponent <RockMasterShotScript>(); //if the collliding object is small rock if (smallRockObject != null) { EnemyMaker.movingSmallRock1 = false; EnemyMaker.smallRockTimer1 = 0f; //destroy object rock and player smallRockObject.transform.position = new Vector2(smallRockObject.transform.position.x, myScreen.y + 1f); ReAudioManager.myAudioClipsSFXs[4].Play(); //play player explode Destroy(PlayerObject.gameObject); Instantiate(PlayerExplosionObject, PlayerObject.transform.position, transform.rotation); //player to explode //make lose menu appear WhenPlayerDies(); } //if the collliding object is big rock if (BigRockObject != null) { EnemyMaker.movingBigRock = false; EnemyMaker.bigRockTimer = 0f; //destroy object rock and player BigRockObject.transform.position = new Vector2(BigRockObject.transform.position.x, myScreen.y + 1f); ReAudioManager.myAudioClipsSFXs[4].Play(); //play player explode Destroy(PlayerObject.gameObject); Instantiate(PlayerExplosionObject, PlayerObject.transform.position, transform.rotation); //player to explode //make lose menu appear WhenPlayerDies(); } //if the collliding object is rockmaster fire if (RockMasterShot != null) { RockMasterShotScript.RockMasterShotMoving = false; //destroy object rock and player RockMasterShot.transform.position = new Vector2(RockMasterShot.transform.position.x, myScreen.y + 1f); ReAudioManager.myAudioClipsSFXs[4].Play(); //play player explode Destroy(PlayerObject.gameObject); Instantiate(PlayerExplosionObject, PlayerObject.transform.position, transform.rotation); //player to explode //make lose menu appear WhenPlayerDies(); } //if the collliding object is power up if (PowerUpObject != null) { //destroy power up Destroy(PowerUpObject.gameObject); ReAudioManager.myAudioClipsSFXs[6].Play(); //play get powerup Instantiate(BulletAcquiredAnimObject, PlayerObject.transform.position, transform.rotation); //show animation for getting power up //Give Player more bullets if (availableBullet < numberOfPossibleBullets) //check the possible bullets that can be gotten { availableBullet += numberOfBulletsPerPotion; //Increase shootable bullets if (availableBullet > numberOfPossibleBullets) { availableBullet = numberOfPossibleBullets; } } } //if the collliding object is villager if (VillagerObject != null) { VillagerManager.villagerMoving = false; VillagerManager.VillagerCountDown = 0f; //destroy object rock and player VillagerObject.transform.position = new Vector2(VillagerObject.transform.position.x, myScreen.y + 1f); ReAudioManager.myAudioClipsSFXs[8].Play(); //play get village Instantiate(PlayerExplosionObject, PlayerObject.transform.position, transform.rotation); //player to explode intVillagersAcquired += 1; VillageAcquiredTextObject.text = intVillagersAcquired.ToString() + "/" + intVillagersToAcquire + " Villagers"; //For Level To End if (intVillagersAcquired == intVillagersToAcquire) { PlayerPrefs.SetInt("Current_Score", intPlayerScore); //Get The number of Villagers saved so far and add to the saved ones PlayerPrefs.GetInt("Villager_Total_Amount"); PlayerPrefs.SetInt("Villager_Total_Amount", PlayerPrefs.GetInt("Villager_Total_Amount") + intVillagersAcquired); PlayerPrefs.SetInt("Level_Amount", intVillagersAcquired); SceneManager.LoadScene("SecondAnimation"); SceneManager.UnloadSceneAsync("RockEvaders"); } } }