private IEnumerator PlayerHitChechpointCo(int Bonus) { Floating_Text.Show("CheckPoint", "CheckPointText", new Centered_Text_Positioner(.5f)); yield return(new WaitForSeconds(.5f)); Floating_Text.Show(string.Format("+{0}! Time Bonus!", Bonus), "Check Point Text", new Centered_Text_Positioner(.5f)); }
public void TakeDamage(float Damage) { Floating_Text.Show(string.Format("-{0}!", Damage), "DamageText", new From_WorldPoint_Text_Positioner(Camera.main, transform.position, 25f, 60f)); Instantiate(DamageEffect, transform.position, transform.rotation); Health -= Damage; if (Health <= 0) { Level_Manager.Instance.KillPlayer(); } }
public void OnTriggerEnter2D(Collider2D other) { if (other.GetComponent <Player>() == null) { return; } Game_Manager.Instance.AddPoints(points); Instantiate(Effect, transform.position, transform.rotation); gameObject.SetActive(false); Floating_Text.Show(string.Format("+{0}!", points), "Item Text", new From_WorldPoint_Text_Positioner(Camera.main, transform.position, 1.5f, 50f)); }
public void TakeDamage(int damage, GameObject instigator) { if (PointValue != 0) //change this if you want to award a negative score to a player { var projectile = instigator.GetComponent <Projectile>(); if (projectile != null && projectile.Owner.GetComponent <Player>() != null) { Game_Manager.Instance.AddPoints(PointValue); Floating_Text.Show(string.Format("+{0}!", PointValue), "Points Item", new From_WorldPoint_Text_Positioner(Camera.main, transform.position, 1.5f, 50f)); DestroyProjectile(); } } }
public void TakeDamage(int damage, GameObject instigator) { Health -= damage; if (Health <= 0) { Instantiate(DestroyedEffect, transform.position, transform.rotation); gameObject.SetActive(false); } if (PointstoGive != 0) { var projectile = instigator.GetComponent <Projectile> (); Floating_Text.Show(string.Format("+{0}!", PointstoGive), "PointstarText", new From_WorldPoint_Text_Positioner(Camera.main, transform.position, 1.5f, 50)); } }