public void Die() { this.rigid_body.isKinematic = true; this.GetComponent <SpriteRenderer> ().enabled = false; this.current_state = MeemoState.Normal; gameOverCanvas.enabled = true; }
void Update() { this.grounded = Physics2D.OverlapCircle(this.ground_check.position, this.ground_radius, this.what_is_ground); this.move_speed = 0f; if (Input.GetKey("space") && this.star_timer > 0f) { is_using_power = true; this.PowerAnimation.Play(); } else { is_using_power = false; this.PowerAnimation.Pause(); this.PowerAnimation.Clear(); } switch (this.current_state) { case MeemoState.Bubble: if (Input.GetAxis("Horizontal") != 0f) // When meemo is controlling the horizontal direction { this.move_in_bubble(); } else // When meemo is following bubble { this.follow_in_bubble(); } this.change_direction(); break; case MeemoState.Normal: this.move_speed = Input.GetAxis("Horizontal") * max_speed; this.change_direction(); break; case MeemoState.Hurt: if (this.health_bar.curNumOfHearts > 0) { this.health_bar.curNumOfHearts--; } if (this.health_bar.curNumOfHearts == 0) { this.Die(); } else { this.current_state = MeemoState.Invincible; } break; case MeemoState.Invincible: this.hurt_timer += Time.deltaTime; if (this.hurt_timer > MAX_HURT_TIME) { this.current_state = MeemoState.Normal; this.hurt_timer = 0f; } break; } }
// Use this for initialization void Start() { this.globalBehavior = GameObject.Find("Main Camera").GetComponent <CameraBehavior>(); mSize = GetComponent <Renderer> ().bounds.size; this.health_bar = GameObject.Find("HealthBar").GetComponent <HealthBar_interaction> (); this.rigid_body = this.GetComponent <Rigidbody2D>(); isInBubble = false; isFacingRight = true; this.star_bar = GameObject.Find("StarBar").GetComponent <StarBar_interaction> (); gameOverCanvas = GameObject.Find("GameOverCanvas").GetComponent <Canvas> (); this.PowerAnimation = GameObject.Find("PowerParticle").GetComponent <ParticleSystem> (); gameOverCanvas.enabled = false; // The GameOverCanvas has to be initially enabled on the Unity UI current_state = MeemoState.Normal; }