void OnTriggerEnter2D(Collider2D col) { AliverController controls = null; if (col.tag == "Player") { controls = col.gameObject.GetComponent <AliverController>(); } if (controls != null) { //Infinite lives for debugging controls.LoseLives(1); if (controls.lives > 0) { controls.ResetToCheckPoint(this, EventArgs.Empty); } else { controls.GameOver(); } } else { Destroy(col.gameObject); } }
// Use this for initialization void Start() { //set up event handlers for CheckPoints and Resets AliverController aliver = GameObject.Find("Aliver").GetComponent <AliverController>(); aliver.CheckPoint += new AliverController.CheckPointEventHandler(CheckPointReached); aliver.Reset += new AliverController.ResetEventHandler(ResetToCheckPoint); }
void OnTriggerEnter2D(Collider2D col) { if (col.tag == "Player") { col.transform.parent = transform; AliverController aliver = col.transform.GetComponent <AliverController>(); aliver.Freeze(); PlayerPrefs.SetInt("Lives", aliver.lives); Application.LoadLevel(Application.loadedLevel + 1); } }
// Use this for initialization void Start() { maglev = transform.FindChild("ShipDock"); gearSound = transform.FindChild("switch").audio; //set up event handlers for CheckPoints and Resets AliverController aliver = GameObject.Find("Aliver").GetComponent <AliverController>(); aliver.CheckPoint += new AliverController.CheckPointEventHandler(CheckPointReached); aliver.Reset += new AliverController.ResetEventHandler(ResetToCheckPoint); }
// Use this for initialization void Start() { AliverController aliver = GameObject.Find("Aliver").GetComponent <AliverController>(); aliver.CheckPoint += new AliverController.CheckPointEventHandler(CheckPointReached); aliver.Reset += new AliverController.ResetEventHandler(ResetToCheckPoint); t = new Stopwatch(); elapsed = 0; checkElapsed = 0; }
void OnTriggerEnter2D(Collider2D col) { //Damage Aliver on collision and stop moving if (alive && col.tag == "Player") { AliverController aliver = col.gameObject.GetComponent <AliverController> (); aliver.Freeze(); moving = false; aliver.LoseLives(1); delay.Reset(); delay.Start(); waitTime = maxWaitTime; aliver.Unfreeze(); } //Take damage from projectile else if (col.tag == "Bomb" && col.gameObject.GetComponent <Bomb>().armed) { moving = false; canMove = false; delay.Stop(); Hurt(1); anim.Play("Hurt"); } else if (col.tag == "Shield") { moving = false; dest = transform.position; delay.Reset(); delay.Start(); } else if (col.tag == "Boundary" || col.tag == "Ground") { rigidbody2D.velocity = rigidbody2D.velocity * -1; } else if (col.tag == "ChangeDirection") { aim = col.gameObject.GetComponent <ChangeDirection> ().nextVel; } }
void OnTriggerEnter2D(Collider2D col) { //Damage Aliver on collision and stop moving if (alive && col.tag == "Player") { AliverController aliver = col.gameObject.GetComponent <AliverController>(); aliver.Freeze(); moving = false; aliver.LoseLives(1); delay.Reset(); delay.Start(); waitTime = maxWaitTime; aliver.Unfreeze(); } //Take damage from projectile else if (alive && col.tag == "Projectile") { killSound.Play(); col.gameObject.GetComponent <Projectile>().collided = true; moving = false; canMove = false; delay.Stop(); Hurt(1); anim.Play("Break"); } else if (col.tag == "Shield") { moving = false; dest = transform.position; delay.Reset(); delay.Start(); } }
// Use this for initialization void Start() { checkpoints = FindObjectsOfType <SetCheckpoint> (); aliver = FindObjectOfType <AliverController> (); }
void Start() { aliver = GameObject.Find("Aliver").GetComponent <AliverController>(); }
void Start() { playerCtrl = transform.parent.GetComponent <AliverController> (); }