public void FlipCard(GameObject card) { if (openedCardsStack.Count > 0) { var prevCard = openedCardsStack.Peek(); if (!_cardsDictionary[card].Equals(_cardsDictionary[prevCard])) { openedCardsStack.Push(card); StackClear(openedCardsStack); _health.TakeDamage(_damage); } else if (!openedCardsStack.Peek().Equals(card)) { openedCardsStack.Push(card); } } else { openedCardsStack.Push(card); } if (openedCardsStack.Count == 2) { _points.AddPoints(_health.CurrentHealth); } if (openedCardsStack.Count != OpenCardNumber) { return; } _points.AddPoints(3 * _health.CurrentHealth); DeleteCards(openedCardsStack); openedCardsStack.Clear(); }
IEnumerator _Hit(CellHitInfo info) { yield return(new WaitForSeconds(0.05f)); ChangeMaterial(); GotHit(info); if (info.fatal) { if (finalBigCell && PongPadBuilder.instance.IsFinalLevel) { const int STEPS = 24; Vector3 point = Vector3.Lerp(info.hit_point, transform.position, 0.5f); for (int i = 0; i < STEPS; i++) { Vector3 normal = Quaternion.Euler(0, 360 * i / (float)STEPS, 0) * Vector3.forward; EmitHitPS(point, normal, Color.white, velocity_mul: 1.7f); } } Destroy((GameObject)gameObject); if (bonus) { Bonus.AddBonus(transform.position); } float cell_fraction = GetCellFraction(); int points1 = Mathf.RoundToInt(points * cell_fraction); Points.AddPoints(transform.position, MyMaterial.color, points1, pointsSize); PongPadBuilder.instance.KilledOneCell(cell_fraction); } }
void IBall.SetPositionAndVelocity(PongPad pad, Vector3 position, Vector3 velocity) { StopAllCoroutines(); free_falling = false; Hit(pad); Points.AddPoints(transform.position, GetColor(), GetPoints()); }
private void GoalCollision(Collision2D other) { Player hitPlayer = other.gameObject.GetComponent <Player>(); if (!hitPlayer.hasShield) { lastPlayerHit = null; Destroy(gameObject); foreach (GameObject ball in GameObject.FindGameObjectsWithTag("Ball")) // Destroy all other balls { Destroy(ball); } } InGameManager.playerToDestroy = hitPlayer.playerOrder; if (InGameManager.innerPoints.Count < 4) { if (InGameManager.innerPoints.Count == 3) { Points.AddPoints(hitPlayer.Color); } hitPlayer.CircleDestroyPlayer(); return; } hitPlayer.DestroyPlayer(); }
void CheckIfTheRightIngredientWasCollected() { if (uiManager.IngredientToBePickedID == ingredientID || isStarSelected) { points.AddPoints(1); } else { points.TakePoints(2); } }
// Bei Kontakt mit PowerUp wird die entsprechende Funktion aufgerufen void OnTriggerEnter2D(Collider2D collider) { if (collider.gameObject.GetComponent <PowerUpObject>()) { SoundManager.instance.PlayEffect(5); FireRate powerUpFireRate = collider.gameObject.GetComponent <FireRate>(); Health powerUpHealth = collider.gameObject.GetComponent <Health>(); Assistant powerUpAssistant = collider.gameObject.GetComponent <Assistant>(); Points powerUpPoints = collider.gameObject.GetComponent <Points>(); #if UNITY_STANDALONE Speed powerUpSpeed = collider.gameObject.GetComponent <Speed>(); if (powerUpSpeed) { powerUpSpeed.AddSpeed(pMovement); powerUpSpeed.gameObject.SetActive(false); } #endif if (powerUpFireRate) { powerUpFireRate.AddFireRate(pWeapon); powerUpFireRate.AddFireRate(aWeapon); powerUpFireRate.AddFireRate(aWeapon2); powerUpFireRate.gameObject.SetActive(false); } else if (powerUpHealth) { powerUpHealth.AddHealth(pBHealth); powerUpHealth.gameObject.SetActive(false); } else if (powerUpPoints) { powerUpPoints.AddPoints(); powerUpPoints.gameObject.SetActive(false); } else if (powerUpAssistant) { assistantCount = powerUpAssistant.AddAssistantCount(assistantCount); powerUpAssistant.gameObject.SetActive(false); if (assistantCount == 3) { assistant.SetActive(true); } else if (assistantCount == 5) { assistant2.SetActive(true); } } } }
protected IEnumerator DieT(GameObject enemy) { transform.SetPositionAndRotation(new Vector3(0, -20, 0), new Quaternion(0, 0, 0, 0)); yield return(new WaitForSeconds(1)); GameObject.Find("WaveController").GetComponent <WaveController>().RemoveFromWave(enemy.name); Debug.Log("Enemy Died"); Destroy(enemy); Points sn = GameObject.Find("Points").gameObject.GetComponent <Points>(); sn.AddPoints("Bow"); }
private void OnCollisionEnter2D(Collision2D other) { if (owner.hasShield) { owner.hasShield = false; return; } Destroy(other.gameObject); Points.AddPoints(owner.Color); PlayerManager.players.Remove(owner); Points.AddPoints(PlayerManager.players.First().Color); RoundWin?.Invoke(); }
private IEnumerator Movement() { WaitForSeconds wait = new WaitForSeconds(0.15f); while (true) { Vector3 newPosition = head.transform.position + direction; TypeBox boxBusy = GetMap(newPosition); if (boxBusy == TypeBox.Obstacle) { Dead(); yield return(new WaitForSeconds(3)); GameManager.sharedInstance.GameOver(); //SceneManager.LoadScene(SceneManager.GetActiveScene().buildIndex); yield break; } else { GameObject bodyPart; if (boxBusy == TypeBox.Item) { bodyPart = NewBlock(newPosition.x, newPosition.y); MoveItemPositionRandom(); pointsAdd.AddPoints(); } else { bodyPart = body.Dequeue(); SetMap(bodyPart.transform.position, TypeBox.Empty); bodyPart.transform.position = newPosition; SetMap(newPosition, TypeBox.Obstacle); body.Enqueue(bodyPart); } head = bodyPart; yield return(wait); } } }
public void DestroyPlayer() { if (hasShield) { hasShield = false; return; } if (ChooseControls.gameStarted) { Points.AddPoints(Color); } ChooseControls.playerStates[Color] = PlayerState.Deactivated; _inGameManager.StartLerpLevelSmaller(playerOrder); InGameManager.OnPlayerDestroy -= CheckPlayerOrderDecrease; DeactivePlayer(); UpdateScoreboard?.Invoke(); }
public override void Execute(ICommand command) { List <string> args = command.Parameters(); if (args.Count < 2) { TwitchWrapper.SendChatMessage($"@{command.Username()} to award {ToolkitPointsSettings.pointsBaseName} make sure to include a username then an amount."); return; } string username = args[0].Replace("@", ""); if (!int.TryParse(args[1], out int points)) { TwitchWrapper.SendChatMessage($"@{command.Username()} to award {ToolkitPointsSettings.pointsBaseName} make sure to include the amount after the username."); return; } Points.AddPoints(username, command.Service(), points); MessageSender.SendMessage($"@{username} you have been awarded {points} {ToolkitPointsSettings.pointsBaseName} from @{command.Username()}", command.Service()); }
//Just checks if a collider overlaps with a trigger. The thing that is in you. Overlap. private void OnTriggerEnter(Collider other) { bool whoDunIt; if (other.CompareTag("Boundary") || other.CompareTag("Enemy")) { return; } whatPlayer = other.GetComponent <PlayerController>(); gunUpgrade = other.GetComponent <PlayerWeaponController>(); if (gunUpgrade == null) { return; } whoDunIt = whatPlayer.whichPlayer; addScore.AddPoints(whoDunIt); gunUpgrade.MorePrimaryGun(); Instantiate(pickUpSoundPlayer, gameObject.transform.position, gameObject.transform.rotation); Destroy(gameObject); }
//Just checks if a collider overlaps with a trigger. The thing that is in you. Overlap. private void OnTriggerEnter(Collider other) { bool whoDunIt; if (other.CompareTag("Boundary") || other.CompareTag("Enemy")) { return; } whatPlayer = other.GetComponent <PlayerController>(); health = other.GetComponent <PlayerHealthSystem>(); if (health == null) { return; } whoDunIt = whatPlayer.whichPlayer; addScore.AddPoints(whoDunIt); health.ExtraLife(); Instantiate(pickUpSoundPlayer, gameObject.transform.position, gameObject.transform.rotation); Destroy(gameObject); }
public void CoinGotCollected(int value) { points.AddPoints(value); CoinCollected(value); }
IEnumerator Story() { yield return(new WaitForSeconds(1.5f)); // play sound EnemyInfront controller.PlaySound(2, audioSource); yield return(new WaitForSeconds(6)); // show image touch left ImageSpot.material.mainTexture = touchpadLeft; // enable the image ImageSpot.gameObject.SetActive(true); // wait for the bow is spawned yield return(new WaitUntil(() => bowIsSpawned == true)); // after bow has been spawned // disable the image ImageSpot.gameObject.SetActive(false); yield return(new WaitForSeconds(0.5f)); // Play sound pick up bow controller.PlaySound(3, audioSource); // set image to the triggerbutton image ImageSpot.material.mainTexture = triggerButton; // wait for ben to finish talking yield return(new WaitForSeconds(2.0f)); // enable the image ImageSpot.gameObject.SetActive(true); // wait for the bow is child of any of the controllers yield return(new WaitUntil(() => bowIsInHand == true)); // disable the image ImageSpot.gameObject.SetActive(false); yield return(new WaitForSeconds(0.5f)); // play sound how to shoot with bow controller.PlaySound(4, audioSource); // wait for ben to finish talking yield return(new WaitForSeconds(8.5f)); // play sound Note headshots controller.PlaySound(13, audioSource); yield return(new WaitForSeconds(4.5f)); controller.PlaySound(5, audioSource); // Wait for the player has killed the enemy yield return(new WaitUntil(() => enemyDied == true)); yield return(new WaitForSeconds(0.5f)); // playsound open menu controller.PlaySound(6, audioSource); // set the image to the menubutton ImageSpot.material.mainTexture = menuButton; // wait for ben to finish talking yield return(new WaitForSeconds(3.0f)); // enable the image ImageSpot.gameObject.SetActive(true); // set variable to listen for menu button pressed timeToShine = true; // Wait for buttonpress yield return(new WaitUntil(() => menuButtonPressed == true)); // When button is pressed // disable the image ImageSpot.gameObject.SetActive(false); yield return(new WaitForSeconds(0.5f)); // Play sound select build tower controller.PlaySound(7, audioSource); // wait for ben to finish talking yield return(new WaitForSeconds(6.0f)); Points sn = GameObject.Find("Points").gameObject.GetComponent <Points>(); sn.AddPoints("Tutorial"); yield return(new WaitForSeconds(7.0f)); // set image to towerbuild mode ImageSpot.material.mainTexture = touchpadTop; // Enable image ImageSpot.gameObject.SetActive(true); yield return(new WaitForSeconds(2.0f)); // waitfor tower mode has been selected yield return(new WaitUntil(() => TeleporterHasBeenSelected == true)); yield return(new WaitForSeconds(0.5f)); // disable image ImageSpot.gameObject.SetActive(false); // play sound repair tower controller.PlaySound(8, audioSource); // wait for ben to finish talking yield return(new WaitForSeconds(4.0f)); // wait for player to repair a tower yield return(new WaitUntil(() => Towerbuilt == true)); yield return(new WaitForSeconds(0.5f)); // play sound tower built controller.PlaySound(9, audioSource); // wait for ben to finish talking yield return(new WaitForSeconds(11.0f)); ImageSpot.material.mainTexture = touchpadRight; ImageSpot.gameObject.SetActive(true); // wait for ben to finish talking s'more yield return(new WaitForSeconds(1.0f)); // wait for player to select teleport mode yield return(new WaitUntil(() => TeleportMode == true)); yield return(new WaitForSeconds(0.5f)); ImageSpot.gameObject.SetActive(false); // play sound point at tower controller.PlaySound(10, audioSource); // wait for ben to finish talking yield return(new WaitForSeconds(4.0f)); // wait for player to teleport to another tower yield return(new WaitUntil(() => playerIsTeleported == true)); yield return(new WaitForSeconds(0.5f)); controller.PlaySound(11, audioSource); // wait for ben to finish talking yield return(new WaitForSeconds(4.0f)); // Enable the wavecontroller WaveController.gameObject.SetActive(true); }
//Takes damage from another script and subtracts from the player health and shields. public void Damage(float damageAmmount, bool whatPlayer) { if (invulnerable) { return; } excessShieldDamage = currentShields - damageAmmount; //Checks if the player has shields //If player has shields damage is dealt to shields. if (currentShields > 0) { currentShields -= damageAmmount; //If shields go under 0 shields are set to 0 if (currentShields <= 0) { currentShields = 0; } } //if excess shield damage is less than 0 it is substracted from health. if (excessShieldDamage < 0) { excessShieldDamage *= -1; currentHealth -= excessShieldDamage; } if (currentHealth <= 0 && isMultiStageBoss && !isDead) { isDead = true; Debug.Log("I'm Supposed To Die"); StartCoroutine(DeadStage()); doesLootDrop = Random.Range(0.0f, 100.0f); if (addScore != null) { addScore.AddPoints(whatPlayer); if (doesLootDrop <= lootDropChance) { callLoot.LootRoll(Random.Range(0.0f, 100.0f)); } } return; } else if (currentHealth <= 0 && isBoss && !isDead) { isDead = true; doesLootDrop = Random.Range(0.0f, 100.0f); if (addScore != null) { addScore.AddPoints(whatPlayer); if (doesLootDrop <= lootDropChance) { callLoot.LootRoll(Random.Range(0.0f, 100.0f)); } } Instantiate(scrap, gameObject.transform.position, gameObject.transform.rotation); Destroy(gameObject); HUDcontroller.winLevel = true; } else if (currentHealth <= 0 && isBossPart && !isDead) { isDead = true; doesLootDrop = Random.Range(0.0f, 100.0f); if (addScore != null) { addScore.AddPoints(whatPlayer); if (doesLootDrop <= lootDropChance) { callLoot.LootRoll(Random.Range(0.0f, 100.0f)); } } if (this.gameObject.tag == "Boss") { if (!whatPlayer) { P1bossKill = true; } else { P2bossKill = true; } } Instantiate(scrap, gameObject.transform.position, gameObject.transform.rotation); Destroy(gameObject); } else if (currentHealth <= 0 && !isDead) { isDead = true; doesLootDrop = Random.Range(0.0f, 100.0f); if (this.gameObject.tag == "LightEnemy") { if (!whatPlayer) { P1ramEnemy++; } else { P2ramEnemy++; } } if (this.gameObject.tag == "MediumEnemy") { if (!whatPlayer) { P1lightEnemy++; } else { P2lightEnemy++; } } if (this.gameObject.tag == "HeavyEnemy") { if (!whatPlayer) { P1missileEnemy++; } else { P2missileEnemy++; } } if (this.gameObject.tag == "OverEnemy") { if (!whatPlayer) { P1destroyerEnemy++; } else { P2destroyerEnemy++; } } if (addScore != null) { addScore.AddPoints(whatPlayer); if (doesLootDrop <= lootDropChance) { callLoot.LootRoll(Random.Range(0.0f, 100.0f)); } Instantiate(explosion, gameObject.transform.position, gameObject.transform.rotation); if (heavyEnemy) { Instantiate(scrap, gameObject.transform.position, gameObject.transform.rotation); } Destroy(gameObject); } } }