Esempio n. 1
0
    void OnTriggerStay2D(Collider2D coll)
    {
        //Debug.Log ("Collision");
        if (coll.gameObject.tag == "Player" && Input.GetMouseButtonDown(1))
        {
            //code to add weapon to player
            Debug.Log("Player picked up: " + name);
            if (wa.getCur() != null)
            {
                wa.dropWeapon();
            }
            wa.setWeapon(this.gameObject, name, fireRate, gun, oneHanded, shotugn);        //added one handed
            //Destroy (this.gameObject);
            this.gameObject.SetActive(false);
        }
        else if (coll.gameObject.tag == "Enemy" && coll.gameObject.GetComponent <EnemyWeaponController>().getCur() == null)  //New for tut 7
        {
            Debug.Log("Enemy picked up: " + name);

            EnemyWeaponController ewc = coll.gameObject.GetComponent <EnemyWeaponController> ();
            ewc.setWeapon(this.gameObject, name, fireRate, gun, oneHanded, shotugn);        //added one handed
            //Destroy (this.gameObject);
            this.gameObject.SetActive(false);
        }
    }
    void killPlayer()
    {
        if (this.GetComponent <PlayerAnimate> ().enabled == true)
        {
            PlayerAnimate  pa  = this.GetComponent <PlayerAnimate> ();
            PlayerMovement pm  = this.GetComponent <PlayerMovement> ();
            RotateToCursor rot = this.GetComponent <RotateToCursor> ();
            WeaponAttack   wa  = this.GetComponent <WeaponAttack> ();
            legDir         ld  = this.GetComponentInChildren <legDir> ();
            wa.dropWeapon();
            pa.legs.sprite  = null;
            pa.legs.enabled = false;
            ld.enabled      = false;

            pa.torso.sprite = deadSpr;
            pa.enabled      = false;

            rot.enabled = false;
            wa.enabled  = false;

            pm.enabled = false;
            CircleCollider2D col = this.GetComponent <CircleCollider2D> ();
            col.enabled = false;
        }
    }
Esempio n. 3
0
    void revivePlayer()
    {
        dead = false;

        Debug.Log("PlayerHealth - revivePlayer");

        PlayerAnimate  pa  = this.GetComponent <PlayerAnimate> ();
        PlayerMovement pm  = this.GetComponent <PlayerMovement> ();
        RotateToCursor rot = this.GetComponent <RotateToCursor> ();
        WeaponAttack   wa  = this.GetComponent <WeaponAttack> ();

        dead = false;
        legDir ld = this.GetComponentInChildren <legDir> ();

        wa.dropWeapon();
        pa.legs.enabled = true;
        ld.enabled      = true;
        pa.enabled      = true;
        rot.enabled     = true;
        wa.enabled      = true;
        pm.enabled      = true;
        CircleCollider2D col = this.GetComponent <CircleCollider2D> ();

        col.enabled = true;
    }
Esempio n. 4
0
 private void OnTriggerStay2D(Collider2D coll)
 {
     if (coll.gameObject.tag == "Player" && Input.GetMouseButtonDown(1))
     {
         if (weaponAttack.getCur() != null)
         {
             weaponAttack.dropWeapon();
         }
         weaponAttack.setWeapon(this.gameObject, name, fireRate, gun);
         this.gameObject.SetActive(false);
     }
 }
Esempio n. 5
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 void OnTriggerStay2D(Collider2D coll)
 {
     if (coll.gameObject.tag == "player" && isPlayerOut == true)
     {
         if (wa.getCur() != null)
         {
             wa.dropWeapon();
         }
         wa.setWeapon(this.gameObject, weaponName, fireRate, gun);
         this.gameObject.SetActive(false);
         isPlayerOut = false;
     }
 }
Esempio n. 6
0
 void OnTriggerStay2D(Collider2D coll)
 {
     Debug.Log("collision");
     if (coll.gameObject.tag == "Player" && Input.GetMouseButtonDown(1))
     {
         Debug.Log("Player Picked up: " + weaponName);
         if (wa.getCur() != null)
         {
             wa.dropWeapon();
         }
         wa.setWeapon(this.gameObject, weaponName);
         this.gameObject.SetActive(false);
     }
 }
Esempio n. 7
0
 void OnTriggerStay2D(Collider2D coll)
 {
     Debug.Log("Collision");
     if (coll.gameObject.tag == "Player" && Input.GetKey(KeyCode.LeftShift))
     {
         Debug.Log("Player picked up: " + name);
         if (wa.getCur() != null)
         {
             wa.dropWeapon();
         }
         wa.setWeapon(this.gameObject, name, fireRate, gun, onehanded);
         //Destroy game object
         this.gameObject.SetActive(false);
     }
 }
Esempio n. 8
0
    void OnTriggerStay2D(Collider2D coll)
    {
        if (coll.gameObject.tag == "Player" && Input.GetMouseButtonDown(1))            //right mouse button to pickup the weapon
        //code to add weapon to player

        {
            Debug.Log("Player picked up:" + name2);              //if player already has a weapon it will drop the current weapon
            if (wa.getCur() != null)
            {
                wa.dropWeapon();
            }
            wa.setWeapon(this.gameObject, name2, fireRate, gun, oneHanded);              //passing the name of sprite, firerate, attacking script (gun,meelee, shotgun)
            // DESTROY THIS GAMEOBJECT
            this.gameObject.SetActive(false);
        }
    }
Esempio n. 9
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    public void revivePlayer()
    {
        PlayerAnimate  pa     = this.GetComponent <PlayerAnimate>();
        playermovement pm     = this.GetComponent <playermovement>();
        rotateToCursor rot    = this.GetComponent <rotateToCursor>();
        WeaponAttack   wa     = this.GetComponent <WeaponAttack>();
        LegsDirection  legDir = this.GetComponentInChildren <LegsDirection>();

        wa.dropWeapon();
        pa.legs.enabled = true;
        legDir.enabled  = true;

        pa.enabled  = true;
        rot.enabled = true;
        wa.enabled  = true;
        pm.enabled  = true;
        dead        = false;
    }
Esempio n. 10
0
    void OnTriggerStay2D(Collider2D coll)
    {
        Debug.Log("Collision");
        if (coll.gameObject.tag == "Player" && Input.GetMouseButtonDown(1))
        {
            Debug.Log("Player picke up:" + name);
            if (wa.getCur() != null)
            {
                wa.dropWeapon();
            }
            wa.setWeapon(this.gameObject, name, fireRate, gun, oneHanded, shotgun);

            this.gameObject.SetActive(false);
        }
        else if (coll.gameObject.tag == "Enemy" && coll.gameObject.GetComponent <EnemyWeponContoller>().getCur() == null)
        {
            Debug.Log("Enemy picked up " + name);
            EnemyWeponContoller ewc = coll.gameObject.GetComponent <EnemyWeponContoller>();
            ewc.setWeapon(this.gameObject, name, fireRate, gun, oneHanded);
            this.gameObject.SetActive(false);
        }
    }
Esempio n. 11
0
    void KillPlayer()
    {
        if (this.GetComponent <PlayerAnimate>().enabled == true)
        {
            PlayerAnimate  pa     = this.GetComponent <PlayerAnimate>();
            playermovement pm     = this.GetComponent <playermovement>();
            rotateToCursor rot    = this.GetComponent <rotateToCursor>();
            WeaponAttack   wa     = this.GetComponent <WeaponAttack>();
            LegsDirection  legDir = this.GetComponentInChildren <LegsDirection>();
            wa.dropWeapon();
            pa.legs.sprite  = null;
            pa.legs.enabled = false;
            legDir.enabled  = false;

            pa.torso.sprite = deadSpr;
            pa.enabled      = false;
            rot.enabled     = false;
            wa.enabled      = false;
            pm.enabled      = false;
            BoxCollider2D col = this.GetComponent <BoxCollider2D>();
            col.enabled = false;
        }
    }