void IsWon() { ui.scoreUpdate(); if (ui.score == 5) { Destroy(gameObject); ui.gameOverActivated(); ui.winActivated(); } }
void OnCollisionEnter2D(Collision2D col) { if (col.gameObject.tag == "Enemy Car") { Destroy(coll); Destroy(gameObject); Scene scene = SceneManager.GetActiveScene(); if (scene.name == "level2" || scene.name == "level3" || scene.name == "level4") { lm2.liveKiller(); } ui.gameOverActivated(); if (Settings.enginesound == true) { am.carSound.Stop(); } if (Settings.crashingsound == true) { am.crashSound.Play(); } } }
void OnCollisionEnter2D(Collision2D col) { if (col.gameObject.tag == "enemy car")//jika pemain menemukan objek dengan tag enemy car maka akan hilang { Destroy(gameObject); ui.gameOverActivated(); } }
void OnCollisionEnter2D(Collision2D col) { if (col.gameObject.tag == "Enemy Car") { Destroy(gameObject); ui.gameOverActivated(); } }
void OnTriggerEnter2D(Collider2D col) { if (col.gameObject.tag == "ENEMY") { ui.gameOverActivated(); Destroy(gameObject); } }
private void OnCollisionEnter2D(Collision2D collision) { if (collision.gameObject.tag == "Kite") { Destroy(gameObject); ui.gameOverActivated(); } }
void OnCollisionEnter2D(Collision2D col) { //Debug.Log ("destroy"); if (col.gameObject.tag == "Enemy") { Destroy(gameObject); ui.gameOverActivated(); } }
//if (currentPlatformAndroid == true) { //COde void OnCollisionEnter2D(Collision2D col) { if (col.gameObject.tag == "EnemyFish") { Destroy(player2); ui.gameOverActivated(); } }
void OnCollisionEnter2D(Collision2D col) { if (col.gameObject.tag == "Enemycar") { PlayerExplosion(); Destroy(gameObject); ui.gameOverActivated(); } }
void OnCollisionEnter2D(Collision2D col) { if (col.gameObject.tag == "Enemy") { am.explode.Play(); Destroy(gameObject); ui.gameOverActivated(); } }
// this method is called when two game object get collided void OnCollisionEnter2D(Collision2D col) { if (col.gameObject.tag == "Enemy Car") { //Destroy (gameObject); gameObject.SetActive(false); ui.gameOverActivated(); am.carSound.Stop(); } }
void OnCollisionEnter2D(Collision2D coll) { if (coll.gameObject.tag == "Enemy") { Destroy(gameObject); //Destroy(coll.gameObject); Time.timeScale = 0; ui.gameOverActivated(); am.carSound.Stop(); } }
void OnCollisionEnter2D(Collision2D col) { if (col.gameObject.tag == "EnemyCar") { gameObject.SetActive(false); ui.gameOverActivated(); cr.carSound.Stop(); cb.blast.Play(); pr.crashParticles.Play(); } }
IEnumerator FadeOut() { for (float f = 1f; f >= -0.05f; f -= 0.05f) { Color c = rend.material.color; c.a = f; rend.material.color = c; yield return(new WaitForSeconds(0.05f)); } ui.gameOverActivated(true); am.mainBg.Stop(); }
//on collision void OnCollisionEnter2D(Collision2D col) { if (col.gameObject.tag == "Enemy Car") { //if collider with an enemy car, destroy my car. //Destroy(gameObject); gameObject.SetActive(false); //game over stop the score ui.gameOverActivated(); // stop the car sound am.carSound.Stop(); } }
private void OnCollisionEnter2D(Collision2D collision) { if (collision.gameObject.tag == "Enemy Car" && live <= 0) { Destroy(gameObject); audioManager.carSound.Pause(); uiManager.gameOverActivated(); } else { live = live - dmg; } }
void OnCollisionEnter2D(Collision2D col) { if (col.gameObject.tag == "Enemy Car") { //Destroy (gameObject); gameObject.SetActive(false); ui.gameOverActivated(); am.carSound.Stop(); carSpeed = 2.5f; trackMove.speed = .2f; EnemyCarMove.speed = 3f; } }
void OnCollisionEnter2D(Collision2D col) { if (col.gameObject.tag == "Enemy") { //Destroy (gameObject); if (PlayerPrefs.GetInt("ScorePoints") < Scoring.points) { PlayerPrefs.SetInt("ScorePoints", Scoring.points); } PlayerPrefs.SetInt("CharacterSelected", 0); gameObject.SetActive(false); ui.gameOverActivated(); //am.carSound.Stop(); } }
// Update is called once per frame void Update() { //test example!!!! if (Input.GetKeyDown(KeyCode.Q)) { oxygen.CurrentVal -= 10; } if (Input.GetKeyDown(KeyCode.W)) { oxygen.CurrentVal += 10; } if (oxygen.CurrentVal == 0) { ui.gameOverActivated(); Destroy(gameObject); } }
void OnStateCycle() { Vector3 localScale = transform.localScale; transform.localEulerAngles = Vector3.zero; //Debug.Log(currentState); if (health <= 0 && !deathInit) { anim.SetTrigger("Die"); deathInit = true; { ui.gameOverActivated(); Destroy(gameObject); } } switch (currentState) { case PlayerController.PlayerStates.idle: if (IsGrounded()) { anim.SetBool("Falling", false); anim.SetBool("isOnWall", false); } r2d.velocity = new Vector2(0, r2d.velocity.y); break; case PlayerController.PlayerStates.left: if (!IsGrounded()) { anim.SetBool("Walking", false); anim.SetBool("Falling", true); if (IsNextToWall()) { if (!jumpingFromWall) { anim.SetBool("Landing", false); anim.SetBool("Falling", false); anim.SetBool("Jumping", false); anim.SetBool("isOnWall", true); r2d.velocity = new Vector2(r2d.velocity.x, 0); break; } jumpingFromWall = false; } } else { anim.SetBool("Falling", false); anim.SetBool("isOnWall", false); } r2d.velocity = new Vector2(-moveSpeed, r2d.velocity.y); if (localScale.x > 0.0f) { localScale.x *= -1.0f; transform.localScale = localScale; } break; case PlayerController.PlayerStates.right: // Debug.Log("Chão is " + IsGrounded()); if (!IsGrounded()) { anim.SetBool("Walking", false); anim.SetBool("Falling", true); if (IsNextToWall()) { if (!jumpingFromWall) { anim.SetBool("Landing", false); anim.SetBool("Falling", false); anim.SetBool("Jumping", false); anim.SetBool("isOnWall", true); r2d.velocity = new Vector2(r2d.velocity.x, 0); break; } jumpingFromWall = false; } } else { anim.SetBool("Falling", false); anim.SetBool("isOnWall", false); } r2d.velocity = new Vector2(moveSpeed, r2d.velocity.y); if (localScale.x < 0.0f) { localScale.x *= -1.0f; transform.localScale = localScale; } break; case PlayerController.PlayerStates.jump: if (IsGrounded()) { OnStateChange(PlayerController.PlayerStates.falling); } break; case PlayerController.PlayerStates.landing: break; case PlayerController.PlayerStates.falling: if (IsGrounded()) { OnStateChange(PlayerController.PlayerStates.landing); } //if (IsNextToWall()) anim.SetBool("Falling", false); break; case PlayerController.PlayerStates.kill: OnStateChange(PlayerController.PlayerStates.resurrect); break; case PlayerController.PlayerStates.resurrect: OnStateChange(PlayerController.PlayerStates.idle); break; } }