private void OnTriggerEnter2D(Collider2D collision) { if (collision.name == "Player") { //levelManager.RespawnPlayer(); healthManager.DamagePlayer(healthManager.maxHealth); } }
void OnTriggerEnter2D(Collider2D other) { if (other.CompareTag("HurtBox") && !StaticVars.invincible && StaticVars.alive) { StaticVars.invincible = true; Vector2 hitDirection = other.transform.position - transform.position; hitDirection = hitDirection.normalized; health.DamagePlayer(damageAmount, hitDirection, knockBackForce); Instantiate(damageParticles, StaticVars.player.transform.position, StaticVars.player.transform.rotation); } }
private void OnTriggerEnter2D(Collider2D other) { if (other.name == "Player") { HealthManager.DamagePlayer(damageToDeal); var player = other.GetComponent <PlayerController>(); player.knockbackCount = player.knockbackLength; if (other.transform.position.x < transform.position.x) { player.knockFromRight = true; } else { player.knockFromRight = false; } } }
private void OnTriggerEnter2D(Collider2D collision) { if (collision.name == "Player") { healthManager.DamagePlayer(damageToGive); PlayerController player = collision.GetComponent <PlayerController>(); player.knockbackCount = player.knockbackLength; if (collision.transform.position.x < transform.position.x) { player.knockFromRight = true; } else { player.knockFromRight = false; } } }
public void React(GameObject effector) { Damager effectorinfo = effector.GetComponent <Damager>(); if (!_hm.CurrentlyInvincible) { AudioSource.PlayClipAtPoint(Hit, 0.9f * Camera.main.transform.position + 0.1f * transform.position, 10f); LastImpact = effector; EffectStrength = effectorinfo.EffectStrength; EffectLength = effectorinfo.EffectLength; if (effector.CompareTag("Projectiles")) { HitHazard = false; switch (effector.name) { case "Default Bullet(Clone)": HitHazard = false; KnockPlayer(); break; case "Bubblet(Clone)": FloatPlayer(); break; case "Unstoppabullet(Clone)": HitHazard = false; KnockPlayer(); break; } } else if (!_pc.CurrentlyDashing) { _hm.LastHitIFrames = effectorinfo.IFrames; _hm.MakeInvincible(effectorinfo.IFrames); _hm.DamagePlayer(effectorinfo.Damage); HitHazard = true; KnockPlayer(); } } }