Esempio n. 1
0
 public void Damage()
 {
     if (_isShield == false)
     {
         _lives--;
         _uiManager = GameObject.Find("Canvas").GetComponent <UI_Manager>();
         _uiManager.UpdateLives(_lives);
         if (_lives == 2)
         {
             _rightEngine.SetActive(true);
         }
         if (_lives == 1)
         {
             _leftEngine.SetActive(true);
         }
     }
     else
     {
         _shield.SetActive(false);
         _isShield = false;
     }
     if (_lives <= 0)
     {
         _spawnManager.OnPlayerDeath();
         Destroy(this.gameObject);
         _uiManager.GameOver();
         //communicate with spawn manager
     }
 }
Esempio n. 2
0
 private void OnTriggerEnter(Collider other)
 {
     if (other.tag == "Player")
     {
         uiScript.GameOver();
     }
 }
Esempio n. 3
0
 void OnTriggerEnter(Collider other)
 {
     if (other.tag == "Player")
     {
         UIManager.GameOver();
         UIManager.Die();
     }
 }
Esempio n. 4
0
    void Update()
    {
        float moveHorizontal = Input.GetAxis("Horizontal");

        float moveVertical = Input.GetAxis("Vertical");

        Vector3 movement = new Vector3(moveHorizontal * speed * Time.timeScale, 0.0f, moveVertical * speed * Time.timeScale);

        transform.Translate(movement);

        //Game Over if fall
        if (this.transform.position.y < -6f)
        {
            uiScript.GameOver();
        }
    }
Esempio n. 5
0
    public void DealDamage(int dmg = 1)
    {
        if (_shieldActive)
        {
            _shieldActive = false;
            _shieldTransform.gameObject.SetActive(false);
            return;
        }

        _hp -= dmg;
        _ui_manager.UpdateHP(_hp);
        if (_hp <= 0)
        {
            _spawnManager.PlayerDied();
            _ui_manager.GameOver();
            Destroy(gameObject);
        }
    }
Esempio n. 6
0
    public virtual void TakeDamage(int damage)
    {
        //_audio_Source.PlayOneShot(_audio_Damage);

        if (damage > _lives)
        {
            _lives = 0;
        }
        else
        {
            _lives -= damage;
            switch (_lives)
            {
            case 3:
                _damage1.transform.rotation = transform.rotation;
                _damage1.gameObject.SetActive(true);
                break;

            case 2:
                _damage2.transform.rotation = transform.rotation;
                _damage2.gameObject.SetActive(true);
                break;

            case 1:
                _damage3.transform.rotation = transform.rotation;
                _damage3.gameObject.SetActive(true);
                break;
            }
        }

        if (_lives <= 0)
        {
            _UI_Manager.GameOver();
            transform.gameObject.SetActive(false);
            return;
        }
        else
        {
            StartCoroutine(FireCooldown());
        }
    }
Esempio n. 7
0
 public void GameOver(bool playerHasWon)
 {
     Time.timeScale = 0;
     uiManager.GameOver(playerHasWon);
 }