private void OnTriggerEnter2D(Collider2D collision) { if (collision.gameObject.tag == "Player") { switch (currentCollectible) { case CollectibleType.COLLECTIBLE: playermovement pmScript = collision.gameObject.GetComponent <playermovement>(); if (pmScript.health < 5) { pmScript.health++; } Debug.Log(pmScript.score); break; case CollectibleType.LIVES: pmScript = collision.gameObject.GetComponent <playermovement>(); if (pmScript.lives < 3) { pmScript.lives++; } break; case CollectibleType.POWERUP: collision.gameObject.GetComponent <playermovement>().StartJumpForceChange(); break; } Destroy(gameObject); } }
private void OnCollisionEnter2D(Collision2D collision) { if (collision.gameObject.tag == "player") { playermovement player = collision.gameObject.GetComponent <playermovement>(); powerup = Instantiate(player.poweruppl, player.transform.position, player.transform.rotation); player.stage += 1; switch (player.stage) { case 1: player.runspeed += 20; player.playerhealth += 100; break; case 2: player.runspeed += 30; player.playerhealth += 500; break; default: player.stage = 2; break; } Destroy(gameObject); Destroy(powerup); } }
public void checkturn(GameObject player, playermovement playerscript) { string playertag = player.tag; int playerpos = playerscript.currentpoint; bool res = checkifsafe(playerpos); if (!res) { foreach (GameObject piece in pieces) { if (piece.tag != playertag) { playermovement enemyscript = piece.GetComponent <playermovement>(); if (enemyscript.currentpoint == playerpos) { enemyscript.gotkilled(); if (playerscript.isallowedin == false) { selectplayers(playertag, "allowin"); } cancontinue = true; } } } } if (sixflag) { cancontinue = true; } checkifcontinue(); }
// Update is called once per frame void Update() { if (playerHealth <= 0f) { playerHealth = 0f; } if (playerHealth >= 100f) { playerHealth = 100f; } if (shieldHealth <= 0f) { shieldHealth = 0f; } if (shieldHealth >= 100f) { shieldHealth = 100f; } if (playerHealth == 0) { playermovement move = FindObjectOfType <playermovement>(); EnemyScript.doRoam(); move.Death(); } if (damageDone) { player.GetComponent <SpriteRenderer>().color = Color.red; StartCoroutine(whitecolor()); } }
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() { pm = GetComponentInParent <playermovement>(); faceForward = new Vector3(0, 120f, 0); faceBackward = new Vector3(0, -120f, 0); anim = GetComponent <Animator>(); }
// Use this for initialization void Start() { pm = this.GetComponent <playermovement>(); spriteContainer = GameObject.FindGameObjectWithTag("Player").GetComponent <spriteContainers>(); walking = spriteContainer.getPlayerUnarmedWalk(); legsSpr = spriteContainer.getPlayerLegs(); attacking = spriteContainer.getPlayerPunch(); }
private void OnCollisionEnter2D(Collision2D collision) { playermovement player = collision.gameObject.GetComponent <playermovement>(); if (player != null) { player.Playerdamage(damage); } }
void Start() { animator = GetComponent <Animator>(); lf = leftfooot.GetComponent <leftfoot>(); lookweight = 1; leftfootweight = 0; rightfootweight = 0; player = GetComponent <playermovement>(); }
void Start() { animator = GetComponent <Animator>(); lookweight = 1; righthandeight = 0; rightfootweight = 0; player = GetComponent <playermovement>(); }
void Start() { rb = GetComponent <Rigidbody2D>(); pm = GetComponent <playermovement>(); if (bounceForce <= 0) { bounceForce = 30.0f; } }
void Start() { aimpos = new Vector3(playermovement.target.x, playermovement.target.y + 1, playermovement.target.z); looking = true; animator = GetComponent <Animator>(); lf = leftfooot.GetComponent <leftfoot>(); lookweight = 1; leftfootweight = 0; rightfootweight = 0; player = GetComponent <playermovement>(); }
private void OnTriggerEnter(Collider other) { playermovement player = other.gameObject.GetComponent <playermovement>(); if (player != null) { Debug.Log("TPACTIVATED"); player.TeleportLeft(); } }
public void moveLeft_Test() { var playermove = new playermovement(); var a_button = -1; var exectedDirction = -1; var leftDirction = playermove.moveUp(a_button); Assert.That(exectedDirction, Is.EqualTo(leftDirction)); }
public void moveDown_Test() { var playermove = new playermovement(); var s_button = -1; var exectedDirction = -1; var downDirction = playermove.moveUp(s_button); Assert.That(exectedDirction, Is.EqualTo(downDirction)); }
public void moveUp_Test() { var playermove = new playermovement(); var w_button = 1; var exectedDirction = 1; var upDirction = playermove.moveUp(w_button); Assert.That(exectedDirction, Is.EqualTo(upDirction)); }
public void moveright_Test() { var playermove = new playermovement(); var d_button = 1; var exectedDirction = 1; var rightDirction = playermove.moveUp(d_button); Assert.That(exectedDirction, Is.EqualTo(rightDirction)); }
// Start is called before the first frame update void Start() { UNITS = this.transform.gameObject; actionTime = false; pathfinder = aStaar.GetComponent <Pathfinding>(); yourStats = transform.GetChild(0).gameObject.GetComponent <UnitStats>(); playerMove = logicManage.GetComponent <playermovement>(); ps = svd.GetComponent <PlayParticle>(); unit = UNITS.transform.GetChild(0).gameObject; moveDone = true; missed.SetActive(false); }
private void OnTriggerEnter(Collider other) { playermovement player = other.gameObject.GetComponent <playermovement>(); LevelManager level = other.gameObject.GetComponent <LevelManager>(); if (player != null) { Debug.Log("Green Trigger Active"); level.AddGreen(); } }
void OnTriggerEnter2D(Collider2D hitInfo) { playermovement player = hitInfo.GetComponent <playermovement>(); if (player != null) { player.TakeDamage(damage); } Destroy(gameObject); }
//public BoolEvent OnCrouchEvent; //private bool m_wasCrouching = false; private void Awake() { m_Rigidbody2D = GetComponent <Rigidbody2D>(); run = GetComponent <playermovement>(); if (OnLandEvent == null) { OnLandEvent = new UnityEvent(); } //if (OnCrouchEvent == null) //OnCrouchEvent = new BoolEvent(); }
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; } }
// Start is called before the first frame update void Start() { movement = GetComponent <playermovement>(); batman = GetComponent <SpriteRenderer>(); if (projectileSpeed <= 0) { projectileSpeed = 7.0f; } if (!spawnPointCrouch || !spawnPointStanding || !projectilePrefab) { Debug.Log("Unity Inspector Not Set"); } }
public void playerMove_test() { var playermove = new playermovement(); //Arrange var speed = 5; var h = 1; var v = -1; var expectedMovement = new Vector2(h, v).normalized *speed; //Act var points = playermove.getInput(h, v); //Assert Assert.That(points, Is.EqualTo(expectedMovement)); }
// Start is called before the first frame update void Start() { movementscript = GameObject.Find("player").GetComponent <playermovement>(); player = GameObject.Find("player").GetComponent <Transform>(); if (!movementscript.faceRight) { velocity = new Vector3(Time.deltaTime * (-1f) * speed, 0f, 0f); //transform.Translate(Vector3.left * Time.deltaTime * speed); } else if (movementscript.faceRight) { velocity = new Vector3(Time.deltaTime * speed, 0f, 0f); // transform.Translate(Vector3.right * Time.deltaTime * speed); } pos = transform.position; }
void OnTriggerEnter2D(Collider2D other) { playermovement PM = other.GetComponent <playermovement> (); Debug.Log("A: " + other.gameObject.name); // if(other.gameObject.tag == "player") if (PM != null) { Debug.Log("B"); Debug.Log(playermovement.MoveSpeed); PM.AmmoAmount(Ammopoints); Destroy(gameObject); } // PlayerPrefs.SetInt ("Score", 5); // GameManager.HighScore = PlayerPrefs.GetInt ("Score"); }
// Start is called before the first frame update void Start() { player = GameObject.FindGameObjectWithTag("Player").GetComponent <playermovement>(); playerPos = GameObject.FindGameObjectWithTag("Player").GetComponent <Transform>(); anim = GetComponent <Animator>(); if (projectileForce <= 0) { projectileForce = 7.0f; } if (health <= 0) { health = 5; } }
public void dicethrown(int noondice) { playertomove = null; cancontinue = false; sixflag = false; noofplayersoutside = 0; int flag = 0; addpos = noondice; foreach (GameObject piece in pieces) { playermovement playerscript = piece.GetComponent <playermovement>(); if (piece.tag == players[curplayer]) { playerscript.myturn = true; piece.GetComponent <SpriteRenderer>().sortingOrder = 1; showeligibleplayers(piece.tag); if (playerscript.onstart != true) { flag = 1; noofplayersoutside += 1; if (noofplayersoutside == 1) { playeroutside = piece; } } } else { playerscript.myturn = false; } } dicescript.isthrowable = false; someoneplayed = false; /////////////////aiplays//////////////// // if(curplayer != 0){ // aiplays = aiplayscoroutine(flag, noofplayersoutside, playeroutside); // StartCoroutine(aiplays); // } // else{ // playessentials(flag, noofplayersoutside, playeroutside); // } aiplays = aiplayscoroutine(flag, noofplayersoutside, playeroutside); StartCoroutine(aiplays); }
public void revivePlayer() { PlayerAnimate pa = this.GetComponent <PlayerAnimate>(); playermovement pm = this.GetComponent <playermovement>(); rotateToCursor rot = this.GetComponent <rotateToCursor>(); WeaponAttack wa = this.GetComponent <WeaponAttack>(); LegsDirection legDir = this.GetComponentInChildren <LegsDirection>(); wa.dropWeapon(); pa.legs.enabled = true; legDir.enabled = true; pa.enabled = true; rot.enabled = true; wa.enabled = true; pm.enabled = true; dead = false; }
public void playerRunning_test() { var playermove = new playermovement(); //Arrange var h = 1; var v = -1; var fastSpeed = 10; var isRunning = true; //Act var expectedFastMovement = new Vector2(h, v).normalized *fastSpeed; //Assert var points2 = playermove.runMode(h, v, isRunning); Assert.That(points2, Is.EqualTo(expectedFastMovement)); }
// Use this for initialization void Start () { text = GetComponent<Text>(); playerm = player.GetComponent<playermovement>(); }