// Start is called before the first frame updat private void OnTriggerEnter2D(Collider2D hitInfo) { CircleEnemy Circleenemy = hitInfo.GetComponent <CircleEnemy> (); if (Circleenemy != null) { ScoreCalc(-200); Circleenemy.TakeCircleDamage(1000); } SquareEnemy Squareenemy = hitInfo.GetComponent <SquareEnemy> (); if (Squareenemy != null) { ScoreCalc(-200); Squareenemy.TakeSquareDamage(1000); } TriEnemy Trienemy = hitInfo.GetComponent <TriEnemy> (); if (Trienemy != null) { ScoreCalc(-200); Trienemy.TakeTriDamage(1000); } HexEnemy Hexenemy = hitInfo.GetComponent <HexEnemy> (); if (Hexenemy != null) { ScoreCalc(-200); Hexenemy.TakeHexDamage(1000); } }
private void OnCollisionEnter2D(Collision2D other) { if (other.gameObject.CompareTag("Tilemap")) { transform.position = (new Vector2(this.transform.position.x, this.transform.position.y)); } if (other.gameObject.CompareTag("Enemy") && other.gameObject.name == "SquareEnemy" && rayFinished == true && isDashing == false) { SquareEnemy squareEnemy = other.gameObject.GetComponent <SquareEnemy>(); if (squareEnemy != null && squareEnemy.enemyDashing == true && playerHP > 0) { if (withAnimal == true && rayFinished == true) { if (other.gameObject.transform.position.x >= this.gameObject.transform.position.x && withAnimal == true && rayFinished == true) { _releaseAnimal.ReleasePlayerAnimal(); playerCanMove = false; Instantiate(_explosion, this.transform.position, Quaternion.identity); rb.AddForce(Vector2.left * 22, ForceMode2D.Impulse); DamagePlayerSound(); } else if (other.gameObject.transform.position.x < this.gameObject.transform.position.x && withAnimal == true && rayFinished == true) { _releaseAnimal.ReleasePlayerAnimal(); playerCanMove = false; Instantiate(_explosion, this.transform.position, Quaternion.identity); rb.AddForce(Vector2.right * 22, ForceMode2D.Impulse); DamagePlayerSound(); } } if (other.gameObject.transform.position.x >= this.gameObject.transform.position.x) { playerHP--; playerCanMove = false; Instantiate(_explosion, this.transform.position, Quaternion.identity); rb.AddForce(Vector2.left * 22, ForceMode2D.Impulse); DamagePlayerSound(); } else if (other.gameObject.transform.position.x < this.gameObject.transform.position.x) { playerHP--; playerCanMove = false; Instantiate(_explosion, this.transform.position, Quaternion.identity); rb.AddForce(Vector2.right * 22, ForceMode2D.Impulse); DamagePlayerSound(); } } StartCoroutine(PlayerCanMoveAgain()); } }
public void AddNbEnemiesToLine(int nbEnemies, EnemyTag enemyTag, double y) { for (int i = 0; i < nbEnemies; i++) { switch (enemyTag)//Permet d'integrer un type specifique d'ennemis { case EnemyTag.ALIEN: Alien alien1 = new Alien(); AddEnemy(alien1, i, y); break; case EnemyTag.UFO: Ufo alien2 = new Ufo(); AddEnemy(alien2, i, y); break; case EnemyTag.SQUID1: SquidOne alien3 = new SquidOne(); AddEnemy(alien3, i, y); break; case EnemyTag.SQUID2: SquidTwo alien4 = new SquidTwo(); AddEnemy(alien4, i, y); break; case EnemyTag.SQUARE: SquareEnemy alien5 = new SquareEnemy(); AddEnemy(alien5, i, y); break; case EnemyTag.ARMS1: ArmsEnemyOne alien6 = new ArmsEnemyOne(); AddEnemy(alien6, i, y); break; case EnemyTag.ARMS2: ArmsEnemyTwo alien7 = new ArmsEnemyTwo(); AddEnemy(alien7, i, y); break; default: TelyEnemy alien8 = new TelyEnemy(); AddEnemy(alien8, i, y); break; } } }
void Awake() { timer = 0.3f; enemy = GetComponent<SquareEnemy>(); audio = GetComponent<AudioSource>(); }
private void OnTriggerEnter2D(Collider2D hitInfo) { explosionSound.Play(); CircleEnemy Circleenemy = hitInfo.GetComponent <CircleEnemy> (); if (Circleenemy != null) { if (circle == true) { ScoreCalc(25); Circleenemy.TakeCircleDamage(damage); BulletEffect(); } else { BulletEffect(); } } SquareEnemy Squareenemy = hitInfo.GetComponent <SquareEnemy> (); if (Squareenemy != null) { if (square == true) { ScoreCalc(25); Squareenemy.TakeSquareDamage(damage); BulletEffect(); } else { BulletEffect(); } } TriEnemy Trienemy = hitInfo.GetComponent <TriEnemy> (); if (Trienemy != null) { if (triangle == true) { ScoreCalc(25); Trienemy.TakeTriDamage(damage); BulletEffect(); } else { BulletEffect(); } } HexEnemy Hexenemy = hitInfo.GetComponent <HexEnemy> (); if (Hexenemy != null) { if (hexagon == true) { ScoreCalc(50); Hexenemy.TakeHexDamage(damage); BulletEffect(); } else { BulletEffect(); } } }