void OnTriggerEnter2D(Collider2D coll) { if (coll.gameObject.tag == "Player") { Debug.Log("Hit"); AudioSource.PlayClipAtPoint(kollisionGruenAudio, transform.position); thePowerUpManager.ActivatePowerUp(doublePoints, powerUpLength); } if (coll.gameObject.tag == "Geschosse") { Debug.Log("Hit"); AudioSource.PlayClipAtPoint(kollisionGruenAudio, transform.position); thePowerUpManager.ActivatePowerUp(doublePoints, powerUpLength); } gameObject.SetActive(false); }
void OnDestroy() { if (pum != null && time > delay) { //Si se destruye con la espada activa el azul if (ralentizador.GetTime() > 0) { pum.ActivatePowerUp("PowerUpBlue"); } //Si explota activa el v erde else { pum.ActivatePowerUp("PowerUpGreen"); } } }
void Update() { time += Time.deltaTime; if (pum != null) { // Si contador llega al número necesario de bloqueos, se activa el PowerUp if (cont == numBlocks) { pum.ActivatePowerUp("PowerUpRed"); cont = 0; } // Si has hecho un bloqueo y aun no es numBlocks, se aumenta el tiempo de reset if (cont > 0 && antcont != cont && cont < numBlocks) { antcont = cont; time = 0; } // Si no das nuevos bloqueos antes de que se acabe el tiempo, se resetea la cuenta if (reset <= time && cont < numBlocks) { cont = 0; antcont = -1; } } }
void OnTriggerEnter2D(Collider2D other) { if (other.name == "Player") { thePowerUpManager.ActivatePowerUp(speedBoost, safeMode, powerUpLenght); } gameObject.SetActive(false); }
void OnTriggerEnter2D(Collider2D other) { if (other.gameObject.CompareTag("Player")) { thePowerUpManager.ActivatePowerUp(doublePoints, coinMagnet); } gameObject.SetActive(false); }
void OnTriggerEnter2D(Collider2D other) { if (other.name == "Player") { thePowerUpManager.ActivatePowerUp(doublePoints, safeMode, powerUpTime); } gameObject.SetActive(false); }
void OnTriggerEnter2D(Collider2D other) { if (other.name == "Player") { _pum.ActivatePowerUp(_doublePoints, _duration); } gameObject.SetActive(false); }
void OnTriggerEnter2D(Collider2D other) { //El jugador detecta que es un rayo amarillo y activa el powerup amarillo if (pum != null && other.GetComponent <FlasherRay>() != null) { pum.ActivatePowerUp("PowerUpYellow"); } }
//Cuando una bala morada (prestbullet) entra al trigger de la espada y el bloqueo esta activo , se activa el morado //Se desactiva automaticamente para que se pueda volver a activar el morado al bloquear otra bala morada void OnTriggerEnter2D(Collider2D collision) { parry = GetComponent <Bloqueo>(); if (collision.gameObject.GetComponent <PrestBullet>() != null && parry.enabled) { pum.ActivatePowerUp("PowerUpPurple"); this.enabled = false; } }
void OnTriggerEnter2D(Collider2D coll) { // if(SceneManager.GetActiveScene().name == "play"){ if (coll.gameObject.tag == "Obstacle") { ObstacleChildBehaviour obs = coll.gameObject.GetComponent <ObstacleChildBehaviour>() as ObstacleChildBehaviour; if (!obs.GetPassable())//obstacle is not passable { if (SceneManager.GetActiveScene().name == "tutorial") {// if tutorial is ongoing GameObject p = Instantiate(playerExplosionParticles, this.transform.position, this.transform.rotation); Destroy(p, 3); TutorialManager tm = GameObject.Find("TutorialManager").GetComponent <TutorialManager>(); smashCount = 0; tm.RestartObstaclesTutorial(); return; } if (PowerUpManager.powerUpActive == false) { //kill the player GameObject p = Instantiate(playerExplosionParticles, this.transform.position, this.transform.rotation); Destroy(p, 3); GameManager g = GameObject.Find("GameManager").GetComponent <GameManager>(); g.EndGame(); } else { //player still has life, because power up is active thus disable the powerup Destroy(Instantiate(obstacleBurst, obs.transform.position, obs.transform.rotation), 1.5f); obs.gameObject.SetActive(false); powerUpManager.DisableAdvantages(); GameManager.IncreaseScore(1); } } else { //obstacle is passable if (SceneManager.GetActiveScene().name == "tutorial") { //if tutorial is ongoing smashCount++; if (smashCount >= 5) { TutorialManager tm = GameObject.Find("TutorialManager").GetComponent <TutorialManager>(); tm.EndTutorial(); } } Destroy(Instantiate(obstacleBurst, obs.transform.position, obs.transform.rotation), 1.5f); obs.gameObject.SetActive(false); GameManager.IncreaseScore(1); } } else if (coll.gameObject.tag == "PowerUp") { //player has collided with a power up GetComponent <AudioSource>().PlayOneShot(powerUpAudioClip); coll.gameObject.SetActive(false); powerUpManager.ActivatePowerUp(); Destroy(coll.gameObject); } }
// metodo que llama al powerUp manager para activar el powerUp public void ActivatePowerUp() { string newPowerUp; if (!IsEmpty()) { newPowerUp = myPowerUp.ToString(); PowerUpAppears(false); pum.ActivatePowerUp(newPowerUp); myPowerUp = powerUp.Empty; } }
void OnTriggerEnter2D(Collider2D other) { if (other.name == "Hero") { //ThePowerUpManager.ActivatePowerUp (PowerTime); projectile.SetActive(true); Destroy(gameObject); //PowerTime -= Time.deltaTime; ThePowerUpManager.ActivatePowerUp(PowerTime); } //gameObject.SetActive(false); }
private void OnTriggerEnter2D(Collider2D other) { if (other.gameObject.name == "WeeMan") { if (payDay == true) { //Animate pop and play sound GameObject burstAnimation = Instantiate(CircleBurst, transform.position, Quaternion.identity) as GameObject; burstAnimation.GetComponent <SpriteRenderer>().color = Color.yellow; powerUpManagerRef.ActivatePowerUp("payDay", powerUpDuration); gameObject.SetActive(false); } else if (noSpikes == true) { //Animate pop and play sound GameObject burstAnimation = Instantiate(CircleBurst, transform.position, Quaternion.identity) as GameObject; burstAnimation.GetComponent <SpriteRenderer>().color = Color.red; powerUpManagerRef.ActivatePowerUp("noSpikes", powerUpDuration); gameObject.SetActive(false); } } }
void OnCollisionEnter2D(Collision2D info) { GameObject other = info.gameObject; if (other.layer != playerLayer) { Debug.Log("Un power-up se ha chocado con algo distinto al jugador." + " Debes tener mal la configuración de las capas de colisión."); return; } PowerUpManager pum = other.GetComponent <PowerUpManager> (); if (pum == null) { Debug.Log("Jugador sin gestor de power-ups." + " Se ignora el power-up conseguido."); } else { pum.ActivatePowerUp(powerUpName); } }