void OnTriggerEnter2D(Collider2D othercollider) { touching = true; //executed when another triggercollider is touching myProperties otherproperties = othercollider.gameObject.GetComponent <myProperties> (); if (otherproperties != null) { if (otherproperties.isplayer) { playermovement othermovement = othercollider.gameObject.GetComponent <playermovement> (); Rigidbody2D otherbody = othercollider.gameObject.GetComponent <Rigidbody2D> (); touchingbody = otherbody; othermovement.canmove = false; Vector3 stop = new Vector3(0, 0, 0); otherbody.velocity = stop; othermovement.directionx = othermovement.directionx * (-1); othermovement.directiony = othermovement.directiony * (-1); } } }
// Use this for initialization void Start() { healthBar = GameObject.Find("healthbar_0").GetComponent <SpriteRenderer>(); healthScale = healthBar.transform.localScale; thisproperties = gameObject.GetComponent <myProperties>(); myhealth = thisproperties.hp; }
void OnTriggerEnter2D(Collider2D othercollider) { //executed when another triggercollider is touching myProperties otherproperties = othercollider.gameObject.GetComponent <myProperties>(); if (otherproperties != null) { } }
void OnTriggerEnter2D(Collider2D othercollider) { //executed when another triggercollider is touching myProperties otherproperties = othercollider.gameObject.GetComponent <myProperties> (); //if you walk into a player, it hurts if (otherproperties.isplayer) { otherproperties.dealdamage(damage); } }
void OnTriggerEnter2D(Collider2D othercollider) { myProperties otherproperties = othercollider.gameObject.GetComponent <myProperties> (); //when it hits, do damage if (otherproperties != null && !otherproperties.isplayer) { otherproperties.dealdamage(damage); Destroy(this.gameObject); } }
void OnTriggerExit2D(Collider2D othercollider) { //executed when another triggercollider is no longertouching touching = false; myProperties otherproperties = othercollider.gameObject.GetComponent <myProperties>(); if (otherproperties != null && otherproperties.isplayer) { playermovement othermovement = othercollider.gameObject.GetComponent <playermovement>(); othermovement.canmove = true; } }
void OnTriggerEnter2D(Collider2D othercollider) { myProperties otherproperties = othercollider.gameObject.GetComponent <myProperties> (); //when it hits, do damage if (otherproperties.isplayer && expcollector > 0) { otherproperties.gainexp(expcollector); print("You gained " + expcollector + " exp!"); expcollector = 0; } if (otherproperties != null && !otherproperties.isplayer) { //if its not the player, hit it otherproperties.dealdamage(damage); //check weapon durability if (hashitcount) { hitcount -= 1; if (hitcount <= 0) { Destroy(this.gameObject); } } //if killing blow sword gains exp if (damage > otherproperties.hp) { expcollector += otherproperties.deathexp; } } }
void OnTriggerEnter2D(Collider2D othercollider) { //executed when another triggercollider is touching myProperties otherproperties = othercollider.gameObject.GetComponent <myProperties>(); if (otherproperties != null) { Rigidbody2D otherbody = othercollider.GetComponent <Rigidbody2D>(); if (otherproperties.isplayer) { otherbody.AddForce(bump); print("bumping player"); ; } } }