private void OnEnable() { tutorialText = GetComponent <TextMeshProUGUI>(); moveVector += GunsMesh.GetRandomDirection(); disappearTime = disappearTimeOrigin; }
private void OnTriggerExit2D(Collider2D collision) { isCollided = false; EventManager.Instance.UpdateEvent("WayOutEvent_DenyPlayerExitText", new TextEventInfo { text = warningText, position = collision.transform.position + GunsMesh.GetRandomDirection(), isCollided = isCollided, }); }
private void OnPlayerIsDead(object data) { gameObject.SetActive(true); isCollided = true; transform.position = GameManager.instance.playerTransform.position + GunsMesh.GetRandomDirection(0); tutorialText.SetText("Oh no! Thats terrible! The game will auto restart to help you out!"); tutorialText.color = Color.yellow; textState = TextState.EnableScreen; Invoke("IsCollidedFalse", 3f); }
private void OnTriggerExit2D(Collider2D collision) { isCollided = false; if (collision.CompareTag("Player")) { EventManager.Instance.UpdateEvent("CollidedEvent_ExitEvent", new TextEventInfo { text = eventText, position = GameManager.instance.playerTransform.position + GunsMesh.GetRandomDirection(), isCollided = isCollided, }); } }
private void OnTriggerEnter2D(Collider2D collision) { isCollided = true; if (collision.CompareTag("Player") && GameManager.instance.GemsCount >= 6) { EventManager.Instance.UpdateEvent("HeroController_WayOutEvent_EndLevel", new PopupEventInfo { title = "Congratulation", content = " \n You have done well! Would you like to go back to the main menu?", okCallback = () => { SceneManager.LoadScene(0); } }); } else if (collision.CompareTag("Player") && GameManager.instance.GemsCount < 6) { EventManager.Instance.UpdateEvent("WayOutEvent_DenyPlayerEnterText", new TextEventInfo { text = warningText, position = collision.transform.position + GunsMesh.GetRandomDirection(), isCollided = isCollided, }); } }
private void ReActivePowerUp() { Transform heal = GetPooled(init.data.powerUpPooledList); if (heal) { heal.GetComponent <PowerUpMesh>().ReActivate(); heal.position = GetRandomPosition(init.data.tempPowerUpPosList, init.data.originPowerUpPosList) + GunsMesh.GetRandomDirection(0); } }