public override void PowerActionEnter (GameObject player, Controller2D controller) { if (Analytics.Enabled) { GA.API.Design.NewEvent ("BlackHole Deaths", player.transform.position); } controller.Die(); }
public override void PowerActionEnter(GameObject player, Controller2D controller){ if(Analytics.Enabled){ GA.API.Design.NewEvent("Spike Death", player.transform.position); } controller.Die(DeathType.RIPPED); }
public override void PowerActionEnter(GameObject player, Controller2D controller) { if(Analytics.Enabled){ GA.API.Design.NewEvent("Explosion Death", transform.position); } controller.Die(DeathType.EXPLOSION); }
public override void PowerActionEnter (GameObject player, Controller2D controller) { if (Analytics.Enabled) { GA.API.Design.NewEvent ("Earthquake Crushes", player.transform.position); } if(risetime <= 0){ controller.Die (); } }
public override void PowerActionEnter (GameObject player, Controller2D controller) { if (Analytics.Enabled) { GA.API.Design.NewEvent ("Electricity Kills", player.transform.position); } controller.Die(DeathType.FIRE); }
public override void PowerActionEnter (GameObject player, Controller2D controller) { if(gameObject.GetComponent<HookHit>().shooter != player){ var invulncheck = player.GetComponent<Controller2D>(); if(!invulncheck.powerInvulnerable){ if (Analytics.Enabled) { GA.API.Design.NewEvent ("Empowered Hook Kills", player.transform.position); } controller.Die(DeathType.FIRE); } } }
public override void PowerActionEnter (GameObject player, Controller2D controller) { if(Analytics.Enabled){ GA.API.Design.NewEvent("Fireball Death", player.transform.position); } Instantiate(fireparticle, transform.position, transform.rotation); if(!OFFLINE) networkView.RPC("FireExplosion", RPCMode.Others); controller.Die(DeathType.FIRE); Destroy(gameObject); }
public override void PowerActionStay (GameObject player, Controller2D controller) { controller.Die(); }
public override void PowerActionEnter (GameObject player, Controller2D controller) { controller.Die(DeathType.FIRE); }
public override void PowerActionStay(GameObject player, Controller2D controller) { controller.Die(DeathType.PLAGUE); }