// Start is called before the first frame update private void Start() { dinoJump = GetComponent <DinoJump>(); dinoMovement = GetComponent <DinoMovement>(); boxCollider2 = GetComponent <CapsuleCollider2D>(); animator = GetComponent <Animator>(); }
private void OnTriggerExit2D(Collider2D collision) { DinoMovement dino = collision.GetComponent <DinoMovement>(); if (dino != null) { Instantiate(platform, new Vector3(platform.transform.position.x + modifier, platform.transform.position.y, platform.transform.position.z + 1), Quaternion.identity); Destroy(transform.parent.gameObject); } }
private void OnTriggerEnter2D(Collider2D collision) { DinoMovement Dino = collision.GetComponent <DinoMovement>(); if (Dino != null) { Rigidbody2D rb2d = Dino.GetComponent <Rigidbody2D>(); cinemachine.enabled = false; Dino.enabled = false; rb2d.Sleep(); gameOverText.enabled = true; } }
//Uses dino data to spawn dinos void SpawnDinos() { if (pars.Length > stageData.spawnLocations.Length) { Debug.LogError(TAG + "Fewer spawn locations than dinos"); } for (int i = 0; i < pars.Length; i++) { GameObject newdino = Instantiate(dinofab); //spawn dino newdino.transform.position = stageData.spawnLocations[i]; //set dino to spawn location DinoMovement dm = pars[i].AttachAI(this, newdino); //attaches dino movement script to newly-spawned dude dm.playerid = i; //assign player id dm.name = "Dino " + i.ToString(); //for debugging dm.SetOverride(pars[i].data.animator); //assign animator override dm.SetManager(mgmt); } }