public void OnTriggerEnter2D(Collider2D collision) { if (collision.transform.tag == "Pickup") { invulnerable = true; gameObject.GetComponent <SpriteRenderer>().color = Color.black; coroutine = Wait(pickupTime); StartCoroutine(coroutine); character.speed = character.speed * 1.5f; Destroy(collision.gameObject); score.Increment(1); } else if (collision.transform.tag == "Point") { Destroy(collision.gameObject); score.Increment(0); } else if (collision.transform.tag == "Enemy") // enemy { if (invulnerable) { score.Increment(2); collision.transform.GetComponent <Character>().Kill(); } else { // here is death sequence for player, I'm removing one life and spawning next player before destroying this one lives.Die(); spawn.Spawn(); Destroy(gameObject); } } }
// Update is called once per frame void Update() { scoreDisplay.text = "" + score.ToString(); if (score < 0) { Lives.Die(); } }
void Update() { countdown.text = ("" + timeLeft); //Showing the Score on the Canvas if (timeLeft <= 0) { Time.timeScale = 0.0f; timeLeft = 0; //This makes the timer 0 if it goes to a value less than 0. Lives.Die(); } }
public void OnClick() { pauseCanvas.SetActive(false); Lives.Die(); Time.timeScale = 1.0f; }
public void OnTriggerEnter(Collider other) { Lives.Die(); }