// Collision check for boosters.
 private void OnTriggerEnter2D(Collider2D collision)
 {
     Debug.Log("Entered");
     if (collision.gameObject.tag != null)
     {
         Debug.Log("This hit: " + collision.gameObject.tag);
         if (collision.gameObject.tag == "WeaponPowerUp")
         {
             // If object is weapon booster.
             Debug.Log("Collected Weapon power up");
             WeaponPowerUp hit = collision.gameObject.GetComponent <WeaponPowerUp>();
             hit.Collected  = true;
             _boosterTime  += hit.BoosterTime;
             _boosterActive = true;
         }
         else if (collision.gameObject.tag == "HealthPowerUp")
         {
             // If object is health booster.
             Debug.Log("Collected Health power up");
             HealthPowerUp hit = collision.gameObject.GetComponent <HealthPowerUp>();
             Health.IncreaseHealth(hit.Healing);
             hit.Collected = true;
         }
     }
 }
 //takes one life away and returns player to starting position
 protected void Respawn()
 {
     StartCoroutine(Flash(_flashSpeed));
     transform.position = _starPosition;
     Health.IncreaseHealth(Health.MaxHealth);
     _lives -= 1;
 }
        public override void TakeHealth(int amount)
        {
            Health.IncreaseHealth(amount);

            // Update the interface text.
            LevelController.Current.UpdateHealth(Health.CurrentHealth);
        }
 protected void OnEnable()
 {
     // Enabling treated as a respawn and will give full health
     // and invulnerability for a limited amount of time.
     Health.IncreaseHealth(100);
     StartCoroutine(SpawnProtection());
     StartCoroutine(InVulnerableFX());
 }
        public void OnTriggerEnter2D(Collider2D other)
        {
            Health playerHealth = other.GetComponent <Health>(); //Get the player Health component

            playerHealth.IncreaseHealth(healthAmount);           //Heal the player up.
            Debug.Log("Health Increased!");
            Destroy(gameObject);                                 // Destroy the health item after usage.
        }
Esempio n. 6
0
        /// <summary>
        /// Restores health to the space ship.
        /// </summary>
        /// <param name="amount">the amount of health</param>
        public void RestoreHealth(int amount)
        {
            // Decreases the current health
            Health.IncreaseHealth(amount);

            // Prints debug info
            //Debug.Log(name + ": +" + amount + " health! HP: "
            //    + Health.CurrentHealth);
        }
Esempio n. 7
0
 void OnTriggerEnter2D(Collider2D col)
 {
     if (col.gameObject.CompareTag("power"))
     {
         Destroy(col.gameObject);
         Debug.Log("Health Before: " + Health.CurrentHealth);
         Health.IncreaseHealth(power.healingAmount);
         Debug.Log("Health After: " + Health.CurrentHealth);
     }
 }
        public void OnTriggerEnter2D(Collider2D collision)
        {
            // The healing process of the player and the destruction
            // of the power-up after the player picks it up.
            Health playerHealth = collision.GetComponent <Health>();

            playerHealth.IncreaseHealth(_healAmount);
            Debug.Log("Gained some health!");

            Destroy(gameObject);
        }
        // Receives powerup
        public void TakePowerup(PowerupBase.PowerUpProperties pUProperties)
        {
            // Receive health powerup value
            if (pUProperties.HealthToProvide > 0)
            {
                Health.IncreaseHealth(pUProperties.HealthToProvide);
            }

            // Receive bonus weapon time
            if (pUProperties.BonusWeaponTime > 0)
            {
                AddBonusTime(pUProperties.BonusWeaponTime);
            }
        }
        protected IEnumerator Respawn(float respawnTimer)
        {
            yield return(new WaitForSeconds(respawnTimer));

            if (_lives > 0)
            {
                rend.enabled       = false;
                coll.enabled       = false;
                transform.position = new Vector3(0, -4, 0);
                Health.IncreaseHealth(Health.InitialHealth);
                _lives--;
                StartCoroutine(Invulnerability());
            }
            else
            {
                Debug.Log("Out of lives");
                SceneManager.LoadScene(0);
            }
        }
Esempio n. 11
0
        private void PlayerDeath()
        {
            Debug.Log("PlayerDeath() called.");
            _isImmortal = true;
            _livesLeft--;
            UpdateLivesLeftText();

            if (_livesLeft == 0)
            {
                Destroy(gameObject);
            }
            else
            {
                // Reset player's health back to the starting value.
                health.IncreaseHealth(100);

                // Reset the player's ship's location to the starting location.
                gameObject.transform.position = new Vector2(0f, -4f);
            }
        }
Esempio n. 12
0
        protected override void PowerUpPlayer(GameObject player)
        {
            Health playerHealth = player.GetComponent <Health>();

            playerHealth.IncreaseHealth(20);
        }
Esempio n. 13
0
 public void TakeHeal(int amount)
 {
     Health.IncreaseHealth(amount);
     SetupCurrentHealth();
 }
Esempio n. 14
0
 public void ReceiveHeal(int healAmount)
 {
     Health.IncreaseHealth(healAmount);
 }
 public virtual void TakeHealth(int amount)
 {
     Health.IncreaseHealth(amount);
 }