private void OnCollisionEnter2D(Collision2D collision) { Arrrow Arrow = collision.gameObject.GetComponent <Arrrow>(); if (Arrow == null) { return; } Health -= 1; }
void Update() { speedVector = rb2d.velocity; stopVector = rb2d.velocity; fallVector = rb2d.velocity; teleVector = rb2d.position; isGrounded = doesGround.IsTouchingLayers(isGroundedLayer); //Physics2D.OverlapArea(new Vector2(transform.position.x - groundCheckRadious, transform.position.y - groundCheckRadious), //new Vector2(transform.position.x + groundCheckRadious, transform.position.y - groundCheckRadious), isGroundedLayer); if (rb2d.position.x <= -tp) { teleVector.x = tp; transform.position = teleVector; } if (rb2d.position.x >= tp) { teleVector.x = -tp; transform.position = teleVector; } if (Input.GetKeyDown(KeyCode.LeftShift) && isGrounded) { crouch = true; anim.Play("Crouching"); } if (Input.GetKeyUp(KeyCode.LeftShift)) { crouch = false; anim.Play("Idle"); } if (Input.GetKeyDown(KeyCode.Space) && isGrounded) { rb2d.AddForce(Vector3.up * JumpForce); anim.Play("Jumping"); Audio.clip = jump; Audio.Play(); Debug.Log("jump"); } if (rb2d.velocity.y <= 0 && !isGrounded) { //rb2d.AddForce(Vector3.down * 10); //fallVector.y = fall; rb2d.velocity = fallVector; anim.Play("Falling"); fell = true; } else if (rb2d.velocity.y <= 0 && isGrounded && fell) { anim.Play("Idle"); fell = false; } if (Input.GetKeyDown(KeyCode.A)) { speedVector.x = speed; rb2d.velocity = speedVector; if (isGrounded && !crouch) { anim.Play("Walking"); } else if (crouch) { anim.Play("Crouching"); } } if (Input.GetKeyUp(KeyCode.A)) { stopVector.x = stop; rb2d.velocity = stopVector; if (isGrounded && !crouch) { anim.Play("Idle"); } else if (crouch) { anim.Play("Crouching"); } } if (Input.GetKeyDown(KeyCode.D)) { speedVector.x = -speed; rb2d.velocity = speedVector; if (isGrounded && !crouch) { anim.Play("Walking"); } else if (crouch) { anim.Play("Crouching"); } } if (Input.GetKeyUp(KeyCode.D)) { stopVector.x = stop; rb2d.velocity = stopVector; if (isGrounded && !crouch) { anim.Play("Idle"); } else if (crouch) { anim.Play("Crouching"); } } if (Input.GetKeyDown(KeyCode.S)) { anim.Play("Shooting"); a = Instantiate(arrow, new Vector2(rb2d.position.x, rb2d.position.y), Quaternion.identity).GetComponent <Arrrow>(); shot = true; Audio.clip = pew; Audio.Play(); Debug.Log("pew"); } if ((rb2d.velocity.x < 0 && toRight) || (rb2d.velocity.x > 0 && !toRight)) { toRight = !toRight; SprtRndrr.flipX = !SprtRndrr.flipX; } if (shot) { a.speedVector.x = -speed; //shot = false; if (!toRight) { a.Flip(SprtRndrr.flipX); a.speedVector.x *= -1; } } /*if (!toRight) { * AroSpeed *= -1; * } * if (toRight) { * AroSpeed = 10; * }*/ if (Health <= 0) { Destroy(gameObject); } }