private void OnTriggerEnter2D(Collider2D coll) { if (coll.CompareTag("Player")) { killPlayer.isPlayerDead = true; playerManager.RespawnPlayer(); camShaker.camShake(); timeMaster.CutTimeInHalf(); timeMaster.IncrementNumOfResets(); } }
private void OnTriggerEnter2D(Collider2D coll) { if (coll.CompareTag("Player")) { playerManager.RespawnPlayer(); camShaker.camShake(); timeMaster.CutTimeInHalf(); timeMaster.IncrementNumOfResets(); deathSound.Play(); } }
void Update() { // Jump // ----------- // Checking if player grounded by OverlapCircle positioned at player's feet isGrounded = Physics2D.OverlapCircle(feetPosition.position, checkRadius, whatIsGround); // Transforming player eulerAngles as for the sprite to face the direction of movement if (facingDirection == "RIGHT") { transform.eulerAngles = new Vector3(0, 0, 0); } else if (facingDirection == "LEFT") { transform.eulerAngles = new Vector3(0, 180, 0); } // Jumping if (isGrounded == true && Input.GetKeyDown(KeyCode.Space)) { isJumping = true; jumpTimeCounter = jumpTime; rb2d.velocity = Vector2.up * jumpHeight; } // If the space bar is held down the jump is longer by how long we hold down < jumpTimeCounter if (Input.GetKey(KeyCode.Space) && isJumping == true) { if (jumpTimeCounter > 0) { rb2d.velocity = Vector2.up * jumpHeight; jumpTimeCounter -= Time.deltaTime; } else { isJumping = false; } } if (Input.GetKeyUp(KeyCode.Space)) { isJumping = false; } // ----------- if (Input.GetKey(KeyCode.LeftArrow) || Input.GetKey(KeyCode.RightArrow) || Input.GetKey(KeyCode.DownArrow)) { GetFacingDirection(); } isDashing = dash.isDashing; // Animation // ------------- // Player anim.SetFloat("Speed", Mathf.Abs(moveInput)); anim.SetBool("IsJumping", !isGrounded); anim.SetBool("IsDashing", isDashing); // Check if player dead if (deadlyObjects != null && deadlyObjects.isPlayerDead) { RespawnPlayer(); cameraShaker.camShake(); timeMaster.CutTimeInHalf(); timeMaster.IncrementNumOfResets(); Debug.Log("Player dead?"); } // Timer // -------- if ((Input.GetAxis("Horizontal") > Mathf.Abs(startingOffset) || Input.GetAxis("Vertical") > Mathf.Abs(startingOffset)) && timeMaster != null) { timeMaster.isStarted = true; } if (timeMaster != null && timeMaster.isTimeOver()) { StartCoroutine(GameOver()); } }