public void OnTriggerEnter2D(Collider2D col) { StaticEnemy enemy1 = col.GetComponent <StaticEnemy>(); movingEnemy enemy2 = col.GetComponent <movingEnemy>(); if (enemy1 != null) { enemy1.TakeDamage(damage); ef = Instantiate(impactEffect, transform.position, transform.rotation); Destroy(this.gameObject); Destroy(ef, 0.35f); } if (enemy2 != null) { enemy2.TakeDamage(damage); ef = Instantiate(impactEffect, transform.position, transform.rotation); Destroy(this.gameObject); Destroy(ef, 0.3f); } }
public StaticEnemyDead(StaticEnemy e) { enemy = e; }
public StaticEnemyIdle(StaticEnemy e) { enemy = e; }
public StaticEnemyDamaged(StaticEnemy e) { enemy = e; }
//------------------------------------------------------------------------------------ // HandleMap //------------------------------------------------------------------------------------ private void HandleMap(int tile, int mapHeight) { if (tile - 1 < 40) { Land land = new Land(tile - 1, game.height / mapHeight, game.height / mapHeight); land.x = posX * _tileNewSize; land.y = posY * _tileNewSize; AddChild(land); } switch (tile - 1) { case 40: _player = new Player(this, game.height / mapHeight, game.height / mapHeight, _level, _timer, posX * _tileNewSize, posY * _tileNewSize); AddChild(_player); _objectList.Add(_player); _playerAnimation = new PlayerAnimation(_player, game.height / mapHeight * 2, game.height / mapHeight * 2); _playerAnimation.x = posX * _tileNewSize; _playerAnimation.y = posY * _tileNewSize; break; case 41: Box box = new Box(this, game.height / mapHeight * 2, game.height / mapHeight * 2); box.x = posX * _tileNewSize; box.y = posY * _tileNewSize; AddChild(box); _objectList.Add(box); break; case 44: Door doorYellow = new Door(tile - 1, game.height / mapHeight, game.height / mapHeight); doorYellow.x = posX * _tileNewSize; doorYellow.y = posY * _tileNewSize; AddChild(doorYellow); _doorsYellow.Add(doorYellow); break; case 46: Door doorBlue = new Door(tile - 1, game.height / mapHeight, game.height / mapHeight); doorBlue.x = posX * _tileNewSize; doorBlue.y = posY * _tileNewSize; AddChild(doorBlue); _doorsBlue.Add(doorBlue); break; case 48: Spikes syringe = new Spikes(game.height / mapHeight, game.height / mapHeight * 2, "SyringeC.png"); syringe.x = posX * _tileNewSize; syringe.y = posY * _tileNewSize; AddChild(syringe); break; case 49: _end = new EndPoint(tile - 1, game.height / mapHeight, game.height / mapHeight * 2); _end.x = posX * _tileNewSize; _end.y = posY * _tileNewSize; AddChild(_end); break; case 50: Spikes spikesUp = new Spikes(game.height / mapHeight, game.height / mapHeight, "Small_SyringeC_Top.png"); spikesUp.x = posX * _tileNewSize; spikesUp.y = posY * _tileNewSize; AddChild(spikesUp); break; case 51: Spikes spikesLeft = new Spikes(game.height / mapHeight, game.height / mapHeight, "Small_SyringeC_Right.png"); spikesLeft.x = posX * _tileNewSize; spikesLeft.y = posY * _tileNewSize; AddChild(spikesLeft); break; case 52: Spikes spikesDown = new Spikes(game.height / mapHeight, game.height / mapHeight, "Small_SyringeC_Bottom.png"); spikesDown.x = posX * _tileNewSize; spikesDown.y = posY * _tileNewSize; AddChild(spikesDown); break; case 53: Spikes spikesRight = new Spikes(game.height / mapHeight, game.height / mapHeight, "Small_SyringeC_Left.png"); spikesRight.x = posX * _tileNewSize; spikesRight.y = posY * _tileNewSize; AddChild(spikesRight); break; case 54: _buttonYellow = new Button(tile - 1, game.height / mapHeight, game.height / mapHeight); _buttonYellow.x = posX * _tileNewSize; _buttonYellow.y = posY * _tileNewSize; AddChild(_buttonYellow); break; case 56: _buttonBlue = new Button(tile - 1, game.height / mapHeight, game.height / mapHeight); _buttonBlue.x = posX * _tileNewSize; _buttonBlue.y = posY * _tileNewSize; AddChild(_buttonBlue); break; case 58: _pill = new Pills(tile - 1, game.height / mapHeight, game.height / mapHeight); _pill.x = posX * _tileNewSize; _pill.y = posY * _tileNewSize; // New Code AddChild(_pill); break; case 59: StaticEnemy virus = new StaticEnemy(game.height / mapHeight, game.height / mapHeight); virus.x = posX * _tileNewSize; virus.y = posY * _tileNewSize; AddChild(virus); break; case 60: EnemyGravity enemyGravity = new EnemyGravity(this, game.height / mapHeight, game.height / mapHeight); enemyGravity.x = posX * _tileNewSize; enemyGravity.y = posY * _tileNewSize; AddChild(enemyGravity); _objectList.Add(enemyGravity); EnemyAnimation enemyAnimation = new EnemyAnimation(enemyGravity, game.height / mapHeight, game.height / mapHeight); enemyAnimation.SetOrigin(game.height / mapHeight / 2, game.height / mapHeight / 2); enemyAnimation.x = posX * _tileNewSize; enemyAnimation.y = posY * _tileNewSize; AddChild(enemyAnimation); break; case 61: EnemyThatMoves virusHorizontal = new EnemyThatMoves(0, game.height / mapHeight, game.height / mapHeight); virusHorizontal.x = posX * _tileNewSize; virusHorizontal.y = posY * _tileNewSize; AddChild(virusHorizontal); _objectList.Add(virusHorizontal); break; case 62: EnemyThatMoves virusVertical = new EnemyThatMoves(1, game.height / mapHeight, game.height / mapHeight); virusVertical.x = posX * _tileNewSize; virusVertical.y = posY * _tileNewSize; AddChild(virusVertical); _objectList.Add(virusVertical); break; case 63: Waypoint waypointUp = new Waypoint(90, game.height / mapHeight, game.height / mapHeight, posX * _tileNewSize, posY * _tileNewSize); AddChild(waypointUp); break; } }