void OnTriggerEnter(Collider collision) // used for things like bullets, which are triggers. { if (damageOnTrigger) { if (this.tag == "PlayerBullet" && collision.gameObject.tag == "Player") // if the player got hit with it's own bullets, ignore it { return; } if (collision.gameObject.GetComponent <Health>() != null) { //if the hit object has the Health script on it, deal damage collision.gameObject.GetComponent <Health>().ApplyDamage(damageAmount); if (destroySelfOnImpact) { Destroy(gameObject, delayBeforeDestroy); //destroy the object whenever it hits something } if (explosionPrefab != null) { Instantiate(explosionPrefab, transform.position, transform.rotation); } else if (collision.gameObject.tag == "Player") { lifesystem.TakeLife(); gm.ScoreReset(); } } } }
// Update is called once per frame void Update() { if (playerHealth <= 0 && !isDead) { levelManager.RespawnPlayer(); lifeSystem.TakeLife(); isDead = true; playerHealth = maxPlayerHealth; } if (playerHealth > maxPlayerHealth) { playerHealth = maxPlayerHealth; } //text.text = "x " + playerHealth; healthBar.value = playerHealth; //ZWIEKSZANIE HP O 1 if (increasingHP == false) { return; } else { maxPlayerHealth = PlayerPrefs.GetInt("PlayerMaxHealth"); maxPlayerHealth += healthToIncrease; PlayerPrefs.SetInt("PlayerMaxHealth", maxPlayerHealth); healthBar.maxValue += healthToIncrease; increasingHP = false; FullHealth(); } }
// Update is called once per frame void Update() { if (playerHealth <= 0 && !isDead) { playerHealth = 0; levelManager.ReapawnPlayer(); lifeSystem.TakeLife(); isDead = true; //theTime.ResetTime(); Debug.Log("Smierc"); if (firstDead) { onelife(); } } if (playerHealth > maxPlayerHralth) { playerHealth = maxPlayerHralth; } //text.text = "" + playerHealth; healthBar.value = playerHealth; }
//this will reduce player health according to passed int value public void HurtPlayer(int damageToGive) { //redusing player healthBar from method passed value playerHelath -= damageToGive; //then save it in XML file using key value paires PlayerPrefs.SetInt("PlayerCurrentHealth", playerHelath); if (playerHelath <= 0 && !isDead) { playerHelath = 0; //reduce one life lifeSystem.TakeLife(); healthBar.value = playerHelath; //respawn the player levelManager.RespawnPlayer(); isDead = true; } else { if (playerHelath > maxPlayerHealth) { playerHelath = maxPlayerHealth; } healthBar.value = playerHelath; } }
public IEnumerator RespawnPlayerCo() { player.rb2dPlayer.constraints = RigidbodyConstraints2D.FreezePositionY; theAM = FindObjectOfType <AudioManager>(); Instantiate(deathParticle, player.transform.position, player.transform.rotation); player.enabled = false; player.GetComponent <Animator>().enabled = false; player.GetComponent <Rigidbody2D>().velocity = new Vector2(0, 0); player.GetComponent <Rigidbody2D>().gravityScale = 0; player.rb2dPlayer.constraints = RigidbodyConstraints2D.FreezeAll; yield return(new WaitForSeconds(respawnDelay)); player.transform.position = currentCheckpoint.transform.position; player.GetComponent <Rigidbody2D>().gravityScale = 1; player.enabled = true; player.GetComponent <Animator>().enabled = true; player.rb2dPlayer.constraints = RigidbodyConstraints2D.FreezeRotation; lifeManager.TakeLife(); theAM.BGM.Play(); healthManager.FullHealth(); healthManager.isDead = false; }
void OnTriggerEnter2D(Collider2D other) { if (other.name == "MainCh") { theme.Stop(); // Respawn player if ontrigger event called levelM.Respawn(); liftManager.TakeLife(); // game over when lift count <= 0 if (liftManager.LifeCounter <= 0) { liftManager.GameOverSound.Play(); pause.ShowScreenGO(); Time.timeScale = 0f; } else { source.PlayOneShot(sound); theme.Play(); } } }
void OnTriggerEnter(Collider other) { if (other.gameObject.CompareTag("Player")) { lifeSystem.TakeLife(); } UnityEngine.SceneManagement.SceneManager.LoadScene("Level 10"); }
void OnTriggerEnter2D(Collider2D other) { if (other.name == "Player") { lifeSystem.TakeLife(); lvlManager.RespawnPlayer(); } }
void OnTriggerEnter2D(Collider2D c) { if (c.name == "Player") { levelManager.RespawnPlayer(); lifeSystem.TakeLife(); ScoreManager.Reset(); } }
public void EndGame() { LifeManager lifeManager = GameObject.FindObjectOfType <LifeManager>() as LifeManager; if (lifeManager) { lifeManager.TakeLife(); } }
void Update() { if (playerHealth <= 0 && !isDead) { theLevelManager.RespawnPlayer(); isDead = true; //cosi respawna 1 sola volta theLifeManager.TakeLife(); } thisText.text = "Health: " + playerHealth; }
void OnTriggerEnter2D(Collider2D other) { if (other.name == "Player") { lifeSystem.TakeLife(); kbplayer.knockbackCount = 0; levelManager.RespawnPlayer(); // If this hits player then takes life, knockback is 0 and LevelManger respawnPlayer function starts } }
// Update is called once per frame void Update() { if (playerHealth <= 0 && !isDead) { levelManager.RespawnPlayer(); lifeSystem.TakeLife(); isDead = true; } text.text = "" + playerHealth; }
void OnTriggerEnter2D(Collider2D col) { if (col.gameObject.name == "player") { igralec.transform.position = respawn.position; //Destroy(col.gameObject); AudioSource.PlayClipAtPoint(zvokDie, transform.position); //gameLevelManager.Respawn(); lifeSystem.TakeLife(); } }
// Update is called once per frame void Update() { if (playerHealth <= 0 && !isDead) { playerHealth = 0; //prevents display calculation levelManager.RespawnPlayer(); lifeSystem.TakeLife(); isDead = true; // timeManager.ResetTime(); } text.text = "" + playerHealth; }
// Update is called once per frame void Update() { if (playerHealth <= 0 && !isDead) { levelManager.RespawnPlayer(); isDead = true; playerHealth = 0; lifeSystem.TakeLife(); // 減一條命 } //life_ui.text = playerHealth.ToString(); healthBar.value = playerHealth; }
public void RespawnPlayer() { timer += Time.deltaTime; if (timer >= waitTime) { lifeSystem.TakeLife(); player.transform.position = currentCheckpoint.transform.position; playerHealth.CurrentHealth = 100; timer = 0f; playerHealth.HealthSlider.value = playerHealth.CurrentHealth; characterMovement.enabled = true; anim.Play("Blend Tree"); } }
void OnTriggerEnter2D(Collider2D other) { if (other.tag == "FallDetector") { AudioSource.PlayClipAtPoint(zvokDie, transform.position); gameLevelManager.Respawn(); lifeSystem.TakeLife(); } if (other.tag == "Checkpoint") { AudioSource.PlayClipAtPoint(zvokFlag, transform.position); respawnPoint = other.transform.position; } }
// Update is called once per frame void Update() { if (playerHealth <= 0 && !isDead) /*** prevent making player dead for respawn properly***/ // if (playerHealth <= 0) { { playerHealth = 0; levelManager.RespawnPlayer(); lifeManager.TakeLife(); isDead = true; } //text.text = "" + playerHealth; healthSlider.value = playerHealth; }
// Update is called once per frame void Update() { if (playerCurHealth <= 0) { playerCurHealth = 0; levelManager.RespawnPlayer(); lifeSystem.TakeLife(); theTime.ResetTime(); } if (playerCurHealth > maxPlayerHealth) { playerCurHealth = maxPlayerHealth; } }
void OnTriggerEnter(Collider other) { if (other.gameObject.CompareTag("Player")) { lifeSystem.TakeLife(); UnityEngine.SceneManagement.SceneManager.LoadScene("Level 10"); } if (other.gameObject.CompareTag("Barrier")) { Destroy(other); } if (other.gameObject.CompareTag("JumpBoost")) { Destroy(other); } }
// Update is called once per frame void Update() { if (playerHealth <= 0 && !isDead) { playerHealth = 0; levelManager.RespawnPlayer(); lifeSystem.TakeLife(); isDead = true; } if (playerHealth > maxPlayerHealth) { playerHealth = maxPlayerHealth; } //text.text=""+playerHealth; healthBar.value = playerHealth; }
void OnTriggerEnter2D(Collider2D other) { if (other.name == "Player") { livesSystem.TakeLife(); // if the player triggers the hit box of the spike it'll take away a life from the player levelManager.RespawnPlayer(); // after they die it'll respawn player into the last checkpoint touched if (livesSystem.currentLives() == 0) { Debug.Log('0'); deathMenu.ToggleMenu(); control.Done(); // If lives go to zero the death menu will pop up } } }
///*********************************************************************** /// Collision detection and management ///*********************************************************************** void OnCollisionEnter(Collision c) { //collision with mazes and enemyballs leads to a sudden gameover if (c.gameObject.tag == "Maze") { print("Game Over"); //GameController.gameOver = true; Instantiate(explosionPrefab, transform.position, transform.rotation); //transform.position = respawnPosition; // reset the player to respawn position //transform.rotation = respawnRotation; lifesystem.TakeLife(); } if (c.gameObject.tag == "enemyBall") { Destroy(c.gameObject); } }
// Update is called once per frame void Update() { if (playerHealth <= 0 && !isDead) { playerHealth = 0; levelManager.RespawnPlayer(); lifeSystem.TakeLife(); isDead = true; theTime.ResetTime(); } if (playerHealth > maxPlayerHealth) { playerHealth = maxPlayerHealth; } //GetComponent<Text>().text = "" + playerHealth; healthBar.value = playerHealth; }
// Update is called once per frame void Update() { if (playerHealth <= 0 && !isDead) // if player is out of health { playerHealth = 0; levelManager.RespawnPlayer(); // respawn player lifeSystem.TakeLife(); // adjust lifeSystem isDead = true; // is dead } // makes it so player health cannot go greater than max health if (playerHealth > maxPlayerHealth) { playerHealth = maxPlayerHealth; } healthBar.value = playerHealth; // adjust health bar }
void Update() { if (playerHealth <= 0 && !isDead) { lifeSystem.TakeLife(); playerHealth = 0; lvlmangr.RespawnPlayer(); // lifeSystem.TakeLife(); isDead = true; theTime.ResetTime(); } if (playerHealth > maxPlayerHealth) { playerHealth = maxPlayerHealth; } healthBar.value = playerHealth; // text.text = "" + playerHealth; }
// Update is called once per frame void Update() { if (healthPlayer <= 0 && !isDead) { healthPlayer = 0; lifeSystem.TakeLife(); //print ("roi xuong !"); theTime.ResetTime(); levelManager.RespawnPlayer(); //ScoreManager.Reset (); isDead = true; } if (healthPlayer > maxHealthPlayer) { healthPlayer = maxHealthPlayer; } //text.text = "" + healthPlayer; healthBar.value = healthPlayer; }
// Update is called once per frame void Update() { if (playerHealth <= 0 && !isDead) { playerHealth = 0; levelManager.RespawnPlayer(); lifeSystem.TakeLife(); isDead = true; // If player's health is lower than 0 and isDead is false, player's Health is still 0, calls LevelManger RespawnPlayer function, LifeManager's TakeLife Function and isDead is true. } if (playerHealth > maxPlayerHealth) { playerHealth = maxPlayerHealth; // Player's health will not go over max } healthBar.value = playerHealth; // The value of the health bar links with player's health }
/* * @param spawnPoint, the location where the player is respawned * Method called to respawn the player, and re-initializes the Player's beginning state. */ public void RespawnAt(Transform spawnPoint) { // Handles which direction the player is facing upon Respawn if (!_isFacingRight) { Flip(); } IsDead = false; // player is not dead GetComponent <Collider2D>().enabled = true; // collider2D.enabled = true; _controller.HandleCollisions = true; // sets collisions to true again Health = MaxHealth; // sets current health to the Player object's max health onLadder = false; onIce = false; onWater = false; Status = PlayerStatus.Normal; // sets player status to normal transform.position = spawnPoint.position; // respawns the player at the spawnPoint lifeSystem.TakeLife(); // decrements lives on the LifeManager }