void OnTriggerEnter2D(Collider2D other) { if (other.gameObject.CompareTag("Powerup")) { PowerUpScript powerUpScript = other.gameObject.GetComponent <PowerUpScript>(); powerUpScript.PowerCollected(); UpgradeWeapon(); } else if (other.gameObject.CompareTag("Enemy Type 1") || other.gameObject.CompareTag("Enemy Laser")) { GameController.shared.ShowGameOver(); uint numberOfLife = GameController.shared.numberOfLife; if (numberOfLife <= 0) { playerRenderer.enabled = false; playerCollider.enabled = false; playerThrust.Stop(); Destroy(gameObject); } Instantiate(explosion, transform.position, transform.rotation); for (int i = 0; i < 8; i++) { Vector3 randomOffset = new Vector3(transform.position.x + Random.Range(-0.6f, 0.6f), transform.position.y + Random.Range(-0.6f, 0.6f), 0.0f); Instantiate(explosion, randomOffset, transform.rotation); } } }
void OnTriggerEnter2D(Collider2D otherCollider) { PowerUpScript powerUp = otherCollider.gameObject.GetComponent <PowerUpScript>(); if (powerUp != null) { if (powerUp.speed != 0) { powerUpSpeed = true; speed = powerUp.speed; aktPowerUpTime = 0; PowerUpTime = powerUp.time; Destroy(powerUp.gameObject); } if (powerUp.health != 0) { HealthScript playerHealth = this.GetComponent <HealthScript>(); playerHealth.hp = Math.Min(GameManager.instance.playerLives, playerHealth.hp + 1); Destroy(powerUp.gameObject); } } Key keyCollider = otherCollider.gameObject.GetComponent <Key>(); if (keyCollider != null) { Destroy(keyCollider.gameObject); GameManager.instance.hasKeyImg.SetActive(true); GameManager.instance.hasKey = true; } }
void OnTriggerStay2D(Collider2D collider) { // collision with powerup PowerUpScript powerUp = collider.gameObject.GetComponent <PowerUpScript>(); if (powerUp != null) { if (!haveTimeStop && wantToCollect) { if (powerUp.gameObject.name == "TimeStop(Clone)") { haveTimeStop = true; showTimeStop(); Destroy(powerUp.gameObject); } else if (powerUp.gameObject.name == "ShrinkItem(Clone)") { Shrink(); Destroy(powerUp.gameObject); } wantToCollect = false; } } }
void Start() { myRigidBody = GetComponent <Rigidbody2D>(); myFeetCollider = GetComponent <BoxCollider2D>(); myBodyCollider = GetComponent <CapsuleCollider2D>(); myAnimator = GetComponent <Animator>(); myAudioSource = GetComponent <AudioSource>(); myPowerUpScript = GetComponent <PowerUpScript>(); initialGravityScale = myRigidBody.gravityScale; initialSpriteScale = transform.localScale.x; initialWalkSpeed = walkSpeed; initialJumpSpeed = jumpSpeed; SettingUpPlayerIndicator(); SettingLayerMaskForSliding(); orbitalBeamFiringEffect.GetComponent <AudioSource>().volume = (GameManager.GetSoundVolume()) * 0.25f; if (!hasAuthority) { myAudioSource.volume = 0f; return; } SearchForOpponentPlayer(); CmdSetPlayerColor(); oBeamChargingSoundSource = orbitalBeamChargingEffect.transform.Find("ChargingAudio").GetComponent <AudioSource>(); myAudioSource.volume = GameManager.GetSoundVolume(); oBeamChargingSoundSource.volume = (GameManager.GetSoundVolume()) * 0.75f; }
void OnTriggerEnter(Collider o) { if (o.tag == "Fire") { Destroy(gameObject); } else if (o.tag == "PowerUp") { PowerUpScript p = (PowerUpScript)o.GetComponent("PowerUpScript"); if (p.type == 0) { MAXSPEED++; } else if (p.type == 1) { BOMBSTR++; } else if (p.type == 2) { BOMBCNT++; } LevelArray.level[p.x, p.y] = new ArrayClass(ArrayTypes.EMPTY, null); Destroy(o.gameObject); } }
void OnTriggerEnter2D(Collider2D other) { PowerUpScript powerup = other.gameObject.GetComponent <PowerUpScript> (); if (powerup != null) { shotLevel += powerup.shotXP; powerup.powerGet = true; } LifeUpScript lifeup = other.gameObject.GetComponent <LifeUpScript> (); if (lifeup != null) { GotLife = true; lifeup.powerGet = true; } ElementPowerScript elePower = other.gameObject.GetComponent <ElementPowerScript> (); if (elePower != null) { GotNewPower = elePower.shotElement; elePower.powerGet = true; } BackgroundLoop loop = other.gameObject.GetComponent <BackgroundLoop> (); if (loop != null) { loop.checkpoint = true; } }
void DestroyBunny() { Instantiate(explosion, new Vector2(transform.position.x, transform.position.y - 1), Quaternion.identity); Destroy(gameObject); PowerUpScript PUScript = (PowerUpScript)gameObject.AddComponent(typeof(PowerUpScript)); PUScript.AddToScore(PowerUpPoints); }
public void ChangeMovementspeed(Collision collision) { originalMovementspeed = movementSpeed; tempPowerup = collision.gameObject.GetComponent<PowerUpScript>(); movementSpeed += tempPowerup.movementspeedBonus; Debug.Log(movementSpeed); //Sets the coolDown timer to 5 seconds cooldownTimer = 5; cooldownTimerStarted = true; }
public override void OnInspectorGUI() { // Draw the default inspector DrawDefaultInspector(); PowerUpScript myTarget = (PowerUpScript)target; int _choiceIndex = myTarget.choiceIndex; _choiceIndex = EditorGUILayout.Popup(_choiceIndex, _choices); // Update the selected choice in the underlying object myTarget.choiceIndex = _choiceIndex; // Save the changes back to the object EditorUtility.SetDirty(target); }
void OnTriggerEnter(Collider col) { if (col.tag == "PowerUp") { //stop the currently running powerUP if (powerCR != null) { StopCoroutine(powerCR); //set stuff back to normal damage = 1; Physics.gravity = new Vector3(Physics.gravity.x, -30f, Physics.gravity.z); isRapidFire = false; movespeed = 8; powerUpTxt.text = "None"; } //select random powerUp int rand = Random.Range(0, 5); if (rand == 0) { powerCR = StartCoroutine(QuadDamage()); } else if (rand == 1) { powerCR = StartCoroutine(LowGravity()); } else if (rand == 2) { powerCR = StartCoroutine(RapidFire()); } else if (rand == 3) { powerCR = StartCoroutine(DoubleSpeed()); } else if (rand == 4) { int randHealthBonus = Random.Range(5, 20); playerHealth += randHealthBonus; playerHealth = Mathf.Clamp(playerHealth, 0, 100); } PowerUpScript puScript = col.gameObject.GetComponent <PowerUpScript>(); puScript.sfxSource.Play(); Destroy(col.gameObject, 1f); } }
private void SpawnRandomPowerUp() { List <int> _listPowerUpIndex = new List <int>() { 6 }; int rdm = _listPowerUpIndex.GetRandomValue(); PowerUpScript power = new PowerUpScript(rdm); GameObject obj = Instantiate(Resources.Load(string.Format(CONSTANT.PathPowerUp, power.Code)) as GameObject); obj.transform.parent = transform; obj.transform.localScale = new Vector3(1, 1, 1); obj.GetComponent <PowerUpObject>().LoadPowerUp(power); Vector3 pos = RandomPlayablePosition(); obj.transform.localPosition = pos; }
IEnumerator PowerUpTime(PowerUp.Type type, PowerUpScript powerUpPref) { float time = powerUps[(int)type].duration; float currentTime = time; while (currentTime > 0) { powerUpPref.SetProgress(currentTime / time); if (GameManager.gameManager.runnin) { currentTime -= Time.deltaTime; } yield return(null); } powerUpsList.Remove(powerUpPref); StartCoroutine(powerUpPref.DestroyBar()); PowerUpReset(type); }
void OnTriggerEnter(Collider other) { //POWER UP INVISIBILITY GameObject go = GameObject.Find("PowerUpInvisible"); PowerUpScript scr = go.GetComponent <PowerUpScript>(); GameObject goo = GameObject.Find("Gate"); m_ObjectCollider = goo.GetComponent <Collider>(); m_ObjectRenderer = goo.GetComponent <Renderer>(); bool hasPowerUpInvisible = scr.hasPowerUpInvisible; if (other.gameObject.tag == "Gate" && hasPowerUpInvisible == true) { m_ObjectCollider.enabled = false; m_ObjectRenderer.enabled = false; } else if (hasPowerUpInvisible == false) { m_ObjectCollider.enabled = true; m_ObjectRenderer.enabled = true; } }
void LinkingPowerUpUIAndScript() { thisPlayerPowerUpScript = thisPlayerGameObject.GetComponent <PowerUpScript>(); thisPlayerGameObject.GetComponent <NetworkPlayer>().SetThisPlayerPowerUpUI(this); }
public void LoadPowerUp(PowerUpScript source) { this.source = source; }