private void OnCollisionEnter(Collision collision) { GameObject other = collision.gameObject; if (other.tag == "Player") { Player_Main pleyaCollided = other.GetComponent <Player_Main>(); if (pleyaCollided.moneyOnPlayer >= maxMoney / 2) { // reward player on the basis of the money on player // reset the gamescene //leaderboard mein update krdo values ko TODO: if (pleyaCollided.moneyOnPlayer >= maxMoney / 2 && pleyaCollided.moneyOnPlayer < maxMoney * 8 / 10)// 50 - 80% wala case hai yeh { //reward accordingly pleyaCollided.score += 50; } if (pleyaCollided.moneyOnPlayer >= (maxMoney * 8) / 10 && pleyaCollided.moneyOnPlayer < maxMoney) //80-100% wala case hai yeh { pleyaCollided.score += 80; } if (pleyaCollided.moneyOnPlayer == maxMoney)//100% wala case hai yeh { pleyaCollided.score += 100; } photonView.RPC("SpawnGameMoney", PhotonTargets.All, new object[] { }); photonView.RPC("ResetGame", PhotonTargets.AllBuffered, new object[] { }); } } }
//Wird nach FixedUpdate aufgerufen void LateUpdate() { // Die Parameter des Animators werden aktualisiert if (!isKnockback && animator.GetInteger("die") == 0) { actualMoveY = (transform.position.y - PositionStartOfFrame.y) * 10; actualMoveX = (transform.position.x - PositionStartOfFrame.x) * 10; animator.SetFloat("speed_horizontal", actualMoveX); animator.SetFloat("speed_vertical", actualMoveY); //View Direction wird als Float übergeben, Zahlenwerte parallel zur Anordnung der Idle-Animationen im BlendTreeIdle Direction viewDirection = Player_Main.getViewDirection(); if (viewDirection == Direction.DOWN) { animator.SetFloat("viewDirection", 1); } else if (viewDirection == Direction.RIGHT) { animator.SetFloat("viewDirection", 2); } else if (viewDirection == Direction.UP) { animator.SetFloat("viewDirection", 3); } else if (viewDirection == Direction.LEFT) { animator.SetFloat("viewDirection", 4); } } }
private void OnCollisionStay2D(Collision2D myColl) { if (myColl.gameObject.tag == "Player") { GameObject Zahra = myColl.gameObject; Player_Main Plyr = Zahra.GetComponent <Player_Main>(); if (Plyr.PlayerHealthState != Player_States.PlayerHealthStates.Dead && Plyr.PlayerState != Player_States.PlayerStates.Damaged) { if (damageToPlayer < Plyr.HealthScript.MaxHealth) { Plyr.DamageTaken(damageToPlayer); } else { Plyr.DeathSetup(); } Debug.Log("Player Hit"); //If the hazard is a snake, it will retreat upon damaging the player. if (isSnake == true && snakeScript.retreat == false) { snakeScript.aggro = false; snakeScript.retreat = true; StartCoroutine(Retreating()); } } } }
private void FixedUpdate() { //Testing how to tell input types. /*PlayerController playerActions = Controls; * * Debug.Log("Last Input Type: " + Controls.LastInputType); * Debug.Log("Last Device Class: " + playerActions.LastDeviceClass); * Debug.Log("Last Device Style: " + playerActions.LastDeviceStyle);*/ // if (SceneBeginTimerGo < 0) { if (invertTimer <= 0 && Player.PlayerDebuffState == Player_States.PlayerDebuffState.InvertControls) { Player.PlayerDebuffState = Player_States.PlayerDebuffState.Normal; } if (!(Player.PlayerState == Player_States.PlayerStates.Damaged) && !(Player.PlayerHealthState == Player_States.PlayerHealthStates.Dead)) { switch (Player.Grounded) //change speed based on if grounded or airborne. { case true: PlayerSpeed = PlayerSpeedGrounded; break; case false: PlayerSpeed = PlayerSpeedAirborne; break; default: PlayerSpeed = PlayerSpeedGrounded; break; } DoubleJumpCooldown -= Time.deltaTime; //brings down cooldown period for double jump. Required to have double jump function in Fixed Update, not needed if moved back to regular Update. JumpChargeup -= Time.deltaTime; if (!Player.pauseCheck && Player.PlayerHealthState != Player_States.PlayerHealthStates.Dead) //Player isn't dead and game isn't paused. { ClearMindChecking(); if (!(Player.PlayerState == Player_States.PlayerStates.Damaged) && !(Player.PlayerState == Player_States.PlayerStates.ClearMind)) //Player isn't currently taking damage { { MovementChecking(); } } } else if (Player.pauseCheck && Player.PlayerHealthState != Player_States.PlayerHealthStates.Dead && !(Player.PlayerState == Player_States.PlayerStates.Damaged)) { Player_Main plyr = Player; plyr.myAnim.SetInteger("AnimState", 0); plyr.myAnim.SetBool("Dashing", false); plyr.myAnim.SetBool("Jump", false); plyr.myAnim.SetBool("Airborne", false); plyr.myAnim.SetBool("Dashing", false); plyr.MeleeScript.ResetMeleeState(); plyr.myAnim.SetBool("ClearMind", false); plyr.MovementScript.moveInput = 0; } } } }
// Use this for initialization void Start() { //InputManager.Setup() Controls = PlayerController.CreateWithDefaultBindings(); Player = GetComponent <Player_Main>(); ResetPauseMenuOptions(); Player.PauseMenuObj.SetActive(false); }
void OnTriggerEnter2D(Collider2D other) { if (other.CompareTag("Player")) { Player_Main player = other.GetComponent <Player_Main>(); player.enhanceMaxHP(increasment, newHealthBarColor); } }
private void OnTriggerEnter2D(Collider2D other) { if (other.CompareTag("Player")) { Player_Main player = other.GetComponent <Player_Main>(); player.takeHit(this.gameObject); //, player.transform.position - transform.position, attackKnockback, falls man noch irgendwie Knockback haben möchte SelfDestruct(); } }
private void OnTriggerExit2D(Collider2D myTrigg) { if (myTrigg.tag == "PlayerMelee") { Player = myTrigg.gameObject.transform.parent.parent.GetComponent <Player_Main>(); Damaged = false; damageTaken = 0; } }
private void OnTriggerEnter(Collider other) { if (other.gameObject.tag == "Player" && picked == false) { picked = true; Player_Main pleya = other.gameObject.GetComponent <Player_Main>(); PickUpMoney(pleya.photonView.viewID); } }
private void OnTriggerEnter2D(Collider2D myTrigg) { if (myTrigg.tag == "Player") { Player_Main PlayerScpt = myTrigg.GetComponent <Player_Main>(); PlayerScpt.DamageTaken(Damage); BulletDeath(); } }
private void OnCollisionEnter(Collision collision) { if (collision.gameObject.tag == "Player_01" || collision.gameObject.tag == "Player_02" || collision.gameObject.tag == "Player_03" || collision.gameObject.tag == "Player_04") { CurrentPlayer = collision.gameObject; _PlayerMain = CurrentPlayer.GetComponent <Player_Main>(); _PlayerMain.playerLives -= 1; //CurrentPlayer.transform.position = WaterCollider.transform.position; CurrentPlayer.transform.position = new Vector3(0.0f, 20.0f, 0.0f); } }
// Update is called once per frame /*void Update () { * * }*/ void OnTriggerEnter2D(Collider2D daCollBwoy) { if (daCollBwoy.tag == "Player") { Debug.Log("fall to death"); player = daCollBwoy.gameObject; PlayerCon = player.GetComponent <Player_Main>(); PlayerCon.HealthScript.HP = 0; PlayerCon.PlayerHealthState = Player_States.PlayerHealthStates.Dead; //PlayerCon.DeathSetup(); //meObj.SetActive(false); } }
// Update is called once per frame void Update() { if (LevelGM.Instance.PlayerInLevel != null) { playerObj = LevelGM.Instance.PlayerInLevel; plyr = playerObj.GetComponent <Player_Main>(); targetPosition = ((plyr.HeadBonePosition != null) ? plyr.HeadBonePosition : playerObj.transform); } else { targetPosition = LevelGM.Instance.CurrentCheckpoint; } transform.position = targetPosition.position; }
void OnCollisionEnter2D(Collision2D myTrigg) { if (myTrigg.gameObject.tag == "Player") { Debug.Log("PlayerTouch"); if (ChasingTarget) { PlayerIsHit = true; Player_Main plyr = myTrigg.gameObject.GetComponent <Player_Main>(); plyr.DamageTaken(DamageOutput); Debug.Log("PlayerTakesDamage"); plyr.MovementScript.invertTimer = InvertTimer; plyr.PlayerDebuffState = Player_States.PlayerDebuffState.InvertControls; GhostVanishes(); } } }
// Use this for initialization void Start() { SceneBeginTimerGo = SceneBeginWaitTimer; Controls = PlayerController.CreateWithDefaultBindings(); moveInput = 0; Player = GetComponent <Player_Main>(); YContraints[0] = Player.myRB.constraints; YContraints[1] = RigidbodyConstraints2D.FreezeRotation | RigidbodyConstraints2D.FreezePositionY; JumpChargeup = 0; DoubleJumpCooldown = 0; invertTimer = 0; JumpChargeMaxedOut = false; if (MyGravity <= 0) { MyGravity = Player.myRB.gravityScale; } }
private void OnTriggerEnter2D(Collider2D myTrigg) { if (myTrigg.tag == "PlayerMelee") { if (damageEnabled && !Damaged) { Player = myTrigg.gameObject.transform.parent.parent.GetComponent <Player_Main>(); if (Player.MeleeScript.SwordsOwned > 0) { Damaged = true; damageTaken = Player.MeleeScript.DamageDealt; //MeleeImmunity = true; damageEnabled = false; } } } }
// Update is called once per frame void Update() { if (FinalBoss_Main.Instance.BeginningSequence != 4) { Destroy(gameObject); } chaseSppedGoneBy -= Time.deltaTime; GameObject playerBody = GameObject.FindGameObjectWithTag("Player"); if (playerBody != null) { plyr = playerBody.GetComponent <Player_Main>(); Physics2D.IgnoreCollision(myColl, plyr.myColl); } if (SetMineOff && !BeginOperationsNow && !StopOperationsNow) { switch (MineType) { case Player_States.ProximityMineMasterTypes.Floating: SittingMine(); break; case Player_States.ProximityMineMasterTypes.Tracking: ChasingMine(); break; default: MineType = Player_States.ProximityMineMasterTypes.Floating; break; } } if (BeginOperationsNow && !StopOperationsNow) { transform.DOMove(TargetToChase.position, ChaseSpeed); if (chaseSppedGoneBy <= 0) { SittingMine(); } } if (StopOperationsNow) { StopOperationsFunction(); } }
void BulletHit(int hit_viewId, PhotonMessageInfo info) { Player_Main pleyaHit = PhotonView.Find(hit_viewId).gameObject.GetComponent <Player_Main>(); if (pleyaHit != null) { pleyaHit.photonView.RPC("DealDamageToPlayer", PhotonTargets.All, new object[] { bulletDamage }); } Bank bank = PhotonView.Find(hit_viewId).GetComponent <Bank>(); if (bank != null) { bank.photonView.RPC("DamageDealtToBank", PhotonTargets.All, new object[] { bulletDamage }); } DestroyBullet("Photon view wala"); }
private void OnCollisionEnter2D(Collision2D myColl) { /*if(myColl.gameObject.tag == "PlayerProjectile") * { * GameObject collideison = myColl.gameObject; * BusterShot buster = collideison.GetComponent<BusterShot>(); * Physics2D.IgnoreCollision(buster.bulletColl, myCollider); * buster.bulletHit = true; * HealthScript.Health--; * Debug.Log("Bat Enemy Hit"); * }*/ if (myColl.gameObject.tag == "Player") { GameObject Zahra = myColl.gameObject; Player_Main Plyr = Zahra.GetComponent <Player_Main>(); Plyr.DamageTaken(1); Debug.Log("Player Hit"); } }
private void OnTriggerEnter2D(Collider2D myTrigg) { if (myTrigg.tag == "Player") { if (EventsSequence == 0) { Game.current.Progress.GameplayPaused = true; plyr = CameraController.Instance.Player.GetComponent <Player_Main>(); plyr.myRB.velocity = new Vector2(0, 0); plyr.myAnim.SetInteger("AnimState", 0); plyr.myAnim.SetBool("Dashing", false); plyr.myAnim.SetBool("Jump", false); plyr.myAnim.SetBool("Airborne", false); plyr.myAnim.SetBool("Dashing", false); plyr.MeleeScript.ResetMeleeState(); plyr.myAnim.SetBool("ClearMind", false); EventsSequence = 1; } } }
void OnTriggerEnter2D(Collider2D myTrigg) { if (myTrigg.tag == "Player" && hasTriggered == false) { Game.current.Progress.GameplayPaused = false; dialogue.SetActive(true); plyr = CameraController.Instance.Player.GetComponent <Player_Main>(); plyr.myRB.velocity = new Vector2(0, 0); plyr.myAnim.SetInteger("AnimState", 0); plyr.myAnim.SetBool("Dashing", false); plyr.myAnim.SetBool("Jump", false); plyr.myAnim.SetBool("Airborne", false); plyr.myAnim.SetBool("Dashing", false); plyr.MeleeScript.ResetMeleeState(); plyr.myAnim.SetBool("ClearMind", false); hasTriggered = true; } }
private void OnTriggerEnter2D(Collider2D myTrigg) { if (myTrigg.tag == "Player") { plyr = CameraController.Instance.Player.GetComponent <Player_Main>(); //plyr.myRB.velocity = new Vector2(0, 0); plyr.PlayerState = Player_States.PlayerStates.Normal; plyr.myRB.constraints = RigidbodyConstraints2D.FreezePositionX | RigidbodyConstraints2D.FreezeRotation; plyr.myAnim.SetInteger("AnimState", 0); plyr.myAnim.SetBool("Dashing", false); plyr.myAnim.SetBool("Jump", false); plyr.myAnim.SetBool("Airborne", false); plyr.myAnim.SetBool("Dashing", false); plyr.MeleeScript.ResetMeleeState(); plyr.myAnim.SetBool("ClearMind", false); plyr.myAnim.SetTrigger("Win"); LevelEnd(); } }
void Start() { _Overlord = Overlord_Main._Overlord_main; _Main = transform.GetComponent <Player_Main> (); layerMask = ~layerMask; if (gameObject.tag == "Player_01") { rwInput = ReInput.players.GetPlayer(0); } if (gameObject.tag == "Player_02") { rwInput = ReInput.players.GetPlayer(1); } if (gameObject.tag == "Player_03") { rwInput = ReInput.players.GetPlayer(2); } if (gameObject.tag == "Player_04") { rwInput = ReInput.players.GetPlayer(3); } }
private void OnTriggerStay2D(Collider2D myTrigg) { if (myTrigg.tag == "Wall") { if (CollisionSwitch.SwitchOn) { Player_Main PlayCon = LevelGM.Instance.PlayerInLevel.GetComponent <Player_Main>(); PlayCon.HealthScript.HP = 0; PlayCon.PlayerHealthState = Player_States.PlayerHealthStates.Dead; //PlatformDeath(); Physics2D.IgnoreCollision(myColl, PlayCon.gameObject.GetComponent <Collider2D>()); foreach (GameObject otherObj in ChildObjects) { Collider2D otherColl = otherObj.GetComponent <Collider2D>(); Physics2D.IgnoreCollision(otherColl, PlayCon.gameObject.GetComponent <Collider2D>()); } } } if (myTrigg.tag == "Pitfall") { Destroy(this.gameObject); } }
void Start() { _Overlord = Overlord_Main._Overlord_main; _PlayerMain = Player_Main._Player_Main; hud = _PlayerMain.hud; dashRechargeAmount = dashCharges; if (gameObject.tag == "Player_01") { rwInput = ReInput.players.GetPlayer(0); } if (gameObject.tag == "Player_02") { rwInput = ReInput.players.GetPlayer(1); } if (gameObject.tag == "Player_03") { rwInput = ReInput.players.GetPlayer(2); } if (gameObject.tag == "Player_04") { rwInput = ReInput.players.GetPlayer(3); } rbPlayer = gameObject.transform.GetComponent <Rigidbody> (); }
// Update is called once per frame void Update() { PlayerObj = LevelGM.Instance.PlayerInLevel; if (SmokeInstance != null) { if (PlayerObj != null) { plyr = PlayerObj.GetComponent <Player_Main>(); if (plyr.ClingToWall) { transform.position = plyr.SmokeTrailPosition.position; SmokeSystem.Play(); } else { if (SmokeSystem.isPlaying) { SmokeInstance.transform.parent = null; SmokeSystem.Stop(); CreateNewSmoke(); } } } else { if (SmokeSystem.isPlaying) { SmokeInstance.transform.parent = null; SmokeSystem.Stop(); CreateNewSmoke(); } } } }
private void OnTriggerEnter2D(Collider2D myTrigg) { if (!(Game.current.Progress.Sword1Cutscene && SwordNumber == SwordPickupNumberGeneral.Sword1) || !(Game.current.Progress.Sword2Cutscene && SwordNumber == SwordPickupNumberGeneral.Sword2)) { if (myTrigg.tag == "Player") { plyr = myTrigg.gameObject.GetComponent <Player_Main>(); //EventSequence = 1; plyr = CameraController.Instance.Player.GetComponent <Player_Main>(); plyr.PlayerState = Player_States.PlayerStates.Normal; plyr.myRB.constraints = RigidbodyConstraints2D.FreezePositionX | RigidbodyConstraints2D.FreezeRotation; plyr.myRB.velocity = new Vector2(0, 0); plyr.myAnim.SetInteger("AnimState", 0); plyr.myAnim.SetBool("Dashing", false); plyr.myAnim.SetBool("Jump", false); plyr.myAnim.SetBool("Airborne", false); plyr.myAnim.SetBool("Dashing", false); plyr.MeleeScript.ResetMeleeState(); plyr.myAnim.SetBool("ClearMind", false); plyr.MovementScript.moveInput = 0; EventSequence = 1; } } }
void Start() { _Main = gameObject.transform.parent.GetComponent <Player_Main>(); }
public Player_Sprite(Player_Main pmain) { _pmain = pmain; }
void Awake() { _Player_Main = this; }