public void Explode() { // The player is now free to lay bombs when he has them. layBombs.bombLaid = false; // Make the pickup spawner start to deliver a new pickup. //pickupSpawner.StartCoroutine(pickupSpawner.DeliverPickup()); pickupSpawner.Pre_DeliverPickup(); // Find all the colliders on the Enemies layer within the bombRadius. Collider2D[] enemies = Physics2D.OverlapCircleAll(transform.position, bombRadius, 1 << LayerMask.NameToLayer("Enemies")); // For each collider... foreach (Collider2D en in enemies) { // Check if it has a rigidbody (since there is only one per enemy, on the parent). Rigidbody2D rb = en.rigidbody2D; if (rb != null && rb.tag == "Enemy") { // Find the Enemy script and set the enemy's health to zero. rb.gameObject.GetComponent <Enemy>().HP = 0; // Find a vector from the bomb to the enemy. Vector3 deltaPos = rb.transform.position - transform.position; // Apply a force in this direction with a magnitude of bombForce. Vector3 force = deltaPos.normalized * bombForce; rb.AddForce(force); } } // Set the explosion effect's position to the bomb's position and play the particle system. explosionFX.transform.position = transform.position; explosionFX.Play(); // Instantiate the explosion prefab. Instantiate(explosion, transform.position, Quaternion.identity); // Play the explosion sound effect. AudioSource.PlayClipAtPoint(boom, transform.position); // Destroy the bomb. Destroy(gameObject); }
void OnTriggerEnter2D(Collider2D other) { // If the player enters the trigger zone... if (other.tag == "Player") { // Get a reference to the player health script. PlayerHealth playerHealth = other.GetComponent <PlayerHealth>(); // Increasse the player's health by the health bonus but clamp it at 100. playerHealth.health += healthBonus; playerHealth.health = Mathf.Clamp(playerHealth.health, 0f, 100f); // Update the health bar. playerHealth.UpdateHealthBar(); // Trigger a new delivery. //pickupSpawner.StartCoroutine(pickupSpawner.DeliverPickup()); pickupSpawner.Pre_DeliverPickup(); // Play the collection sound. AudioSource.PlayClipAtPoint(collect, transform.position); // Destroy the crate. Destroy(transform.root.gameObject); } // Otherwise if the crate hits the ground... else if (other.tag == "ground" && !landed) { // ... set the Land animator trigger parameter. anim.SetTrigger("Land"); transform.parent = null; gameObject.AddComponent <Rigidbody2D>(); landed = true; } }