private void FixedUpdate() { if (!killed) { //MOVEMENT Vector2 velocity = new Vector2(Input.GetAxis("Horizontal"), Input.GetAxis("Vertical")) * SPEED; rb.velocity = velocity; //rb.MovePosition(rb.position + rb.velocity * Time.deltaTime); //FIRING if (Input.GetAxis("Horizontal") != 0) { lastLook = Mathf.Sign(Input.GetAxis("Horizontal")); } //Debug.Log("Axis=" + Input.GetAxis("Horizontal").ToString() + " Last look x=" + lastLook.ToString()); if (Input.GetButtonDown("Fire1")) { GameObject shot = Instantiate(projectile, bulletSpawnPoint.transform.position, Quaternion.identity); Rigidbody2D rb = shot.GetComponent <Rigidbody2D>(); rb.velocity = transform.right * projectile_speed * lastLook; SoldierAudio a = GetComponentInChildren <SoldierAudio>(); a.PlayGunshot(); //Debug.Log("velocity=" + rb.velocity); } } }
public void Kill() { alive = false; SoldierAudio a = GetComponentInChildren <SoldierAudio>(); a.PlayDeath(); //CHANGE SPRITE SET //SpriteRenderer s = GetComponent<SpriteRenderer>(); //s.sprite = Resources.Load<Sprite>("Player/Injured/Playerinj_0001"); Destroy(gameObject.GetComponent <Rigidbody2D>()); Destroy(gameObject, decomposeTime); }
public void HandleHit() { //Player was shot, deal with it if (injured) { //end game checkPlayerDeath(); } else { injured = true; SoldierAudio a = GetComponentInChildren <SoldierAudio>(); a.PlayInjury(); } }
private void checkPlayerDeath() { SoldierAudio a = GetComponentInChildren <SoldierAudio>(); a.PlayDeath(); --currentLives; //if player is out of lives, end the level if (currentLives == 0) { StartCoroutine(EndLevel(false)); } else { //if the player has more lives, reset the player to the original location transform.position = startPosition; //rb.position = startPosition; injured = false; } }
// Update is called once per frame void Update() { //MOVEMENT if (alive) { Move(); } //FIRING if (alive && gunLoaded && CanTargetPlayer()) { //shoot GameObject shot = Instantiate(projectile, bulletSpawnPoint.transform.position, Quaternion.identity); Rigidbody2D rb = shot.GetComponent <Rigidbody2D>(); rb.velocity = transform.right * projectile_speed * lastLook; SoldierAudio a = GetComponentInChildren <SoldierAudio>(); a.PlayGunshot(); //Debug.Log("velocity=" + rb.velocity); gunLoaded = false; StartCoroutine(Reload()); } }