private bool IsGrounded() { if (rb2d.velocity.y <= 0) { foreach (Transform point in groundPoints) { Collider2D[] colliders = Physics2D.OverlapCircleAll(point.position, groundRadius, whatIsGround); for (int i = 0; i < colliders.Length; i++) { if (colliders[i].gameObject != gameObject) { MyAnimator.ResetTrigger("jump"); MyAnimator.SetBool("land", false); if (colliders[i].tag == "Platform") { transform.parent = colliders[i].gameObject.transform; } return(true); } } } } transform.parent = null; return(false); }
public override void Death() { MyAnimator.ResetTrigger("die"); MyAnimator.SetTrigger("idle"); health = 30; transform.position = startPos; }
public override void Death() { MyAnimator.ResetTrigger("die"); MyAnimator.SetTrigger("idle"); healthStat.CurrentVal = healthStat.MaxValue; transform.position = startPos; }
private bool IsGrounded(Rigidbody2D MyRigidbody) { if (MyRigidbody.velocity.y <= 0.2) { //MyRigidbody.velocity += Vector2.up * Physics2D.gravity.y * (fallMultiplier - 1) * Time.deltaTime; foreach (Transform point in groundPoints) { //Gets the colliders on the player's feet Collider2D[] colliders = Physics2D.OverlapCircleAll(point.position, groundRadius, groundMask); for (int i = 0; i < colliders.Length; i++) { if (colliders[i].gameObject != gameObject && (colliders[i].gameObject.CompareTag("Floor") || ((this.gameObject.layer == 9 && colliders[i].gameObject.layer == 8) || (this.gameObject.layer == 8 && colliders[i].gameObject.layer == 9)))) { //If the colliders collide with something else than the player, then the players is grounded canJump = true; isJumping = false; MyAnimator.ResetTrigger("Jump"); if (MyAnimator.GetBool("Land")) { MyAnimator.SetBool("Land", false); AudioManager.instance.Play(gameObject.name + "Land"); StartCoroutine("LandEffect"); } return(true); } } } } return(false); }
private IEnumerator DamagePlayer() { health--; AudioManager.instance.Play("Damage"); UIManager.UImanager.TakeDamageUI(health, this.name); canMove = false; rb.velocity = new Vector2(0, 0); MyAnimator.SetTrigger("Damage"); MyAnimator.ResetTrigger("Damage"); shake.CamShake(); if (this.playerName == "One" && !IsDead()) { GamePad.SetVibration(PlayerIndex.One, 0.1f, 0.1f); yield return(new WaitForSeconds(0.7f)); GamePad.SetVibration(PlayerIndex.One, 0, 0); } if (this.playerName == "Two" && !IsDead()) { GamePad.SetVibration(PlayerIndex.Two, 0.1f, 0.1f); yield return(new WaitForSeconds(0.7f)); GamePad.SetVibration(PlayerIndex.Two, 0, 0); } }
public override void Death() { //To respawn the enemy MyAnimator.ResetTrigger("die"); MyAnimator.SetTrigger("idle"); if (scene.name == "Level3" || scene.name == "Level2") { Player.score += 10; } if (scene.name == "Level4" || scene.name == "Level5" || scene.name == "Level6") { if (GameControl.control.patent2 == 1) { Player.score += 10; } } if (scene.name == "Level7" || scene.name == "Level8" || scene.name == "Level9") { if (GameControl.control.patent3 == 1) { Player.score += 10; } } GameControl.control.coins += 20; //To respawn //transform.position = startPos; //health = 10; //To destroy the enemy Destroy(gameObject); }
/// <summary> /// Death and Respawn /// </summary> public override void Death() { MyRigidbody.velocity = Vector2.zero; MyAnimator.SetTrigger("idle"); MyAnimator.ResetTrigger("death"); health = 30; transform.position = startPos; SceneManager.LoadScene(SceneManager.GetActiveScene().buildIndex); }
public override void Death() { dropItem = true; MyAnimator.ResetTrigger("die"); MyAnimator.ResetTrigger("puffSpawn"); MyAnimator.SetTrigger("idle"); health.CurrentVal = health.MaxVal; transform.position = starPos; }
public override void Death() { dropItem = true; MyAnimator.ResetTrigger("die"); MyAnimator.SetTrigger("idle"); healthStat.CurrentVal = healthStat.MaxVal; transform.position = startPos; healthCanvas.enabled = false; }
/// <summary> /// Removes the enemy from the game /// </summary> public override void Death() { // Destroy(gameObject); dropItem = true; MyAnimator.ResetTrigger("Die"); MyAnimator.SetTrigger("Idle"); healthStat.CurrentVal = healthStat.MaxVal; transform.position = startPos; healthCanvas.enabled = false; }
public override void Death() { MyAnimator.SetTrigger("idle"); MyAnimator.ResetTrigger("die"); Destroy(gameObject); if (this.tag == "boss") { new WaitForSeconds(5f); SceneManager.LoadScene("StitchBoy"); } }
public override void Death() // multiple death options either destroy or respawn { //THIS WILL RESPAWN ENEMY (Change times in Enemy death animator) MyAnimator.SetTrigger("Idle"); MyAnimator.ResetTrigger("Death"); health = enemyStartHealth; transform.position = startPos; Target = null; // this will destroy this enemy game object upon death NO RESPAWN // Destroy(gameObject); }
private void HandleMovement(float h) { //Debug.Log("is in HandleMovement"); if (IsButterfly || IsClimbing) { //Debug.Log("is a butterfly trying to move"); //butterfly flight float moveHorizontal = Input.GetAxis("Horizontal") * (maxFlightSpeed + 3); float moveVertical = Input.GetAxis("Vertical") * maxFlightSpeed; Vector2 movement = new Vector2(moveHorizontal, moveVertical); Rigidbody2D rig = GetComponent <Rigidbody2D>(); rig.AddForce(movement); } else { //normal movement and stuff if (MyRb2d.velocity.y < 0) { MyAnimator.SetBool("fall", true); } if (OnGround || airControl) { if (Input.GetKey(KeyCode.LeftShift)) { h *= 2; MyAnimator.SetBool("run", true); MyAnimator.SetTrigger("startRun"); } //if (Input.GetKeyUp(KeyCode.LeftShift)) else { MyAnimator.SetBool("run", false); MyAnimator.ResetTrigger("startRun"); } MyRb2d.velocity = new Vector2(h * speed, MyRb2d.velocity.y); } if (Jumping && MyRb2d.velocity.y == 0) { MyRb2d.AddForce(new Vector2(0, jumpForce)); } MyAnimator.SetFloat("walkSpeed", Mathf.Abs(h)); /* * if (isGrounded && jumping) * { * isGrounded = false; * rb2d.AddForce(new Vector2(0, jumpForce)); * animator.SetTrigger("jump"); * } */ } }
void Update() { if (kills == 20) { SceneManager.LoadScene("Finsher", LoadSceneMode.Single); } HandleInput(); if (health <= 0) { Dead = true; } else { Dead = false; } if (Attacking) { if (AttackTimer > 0) { AttackTimer -= Time.deltaTime; } else { Attacking = false; AttackTrigger.enabled = false; } } if (health <= 0) { DeadTimer += Time.deltaTime; if (DeadTimer >= DeadCD) { transform.position = ReSpawn; MyAnimator.ResetTrigger("Die"); //MyAnimator.ResetTrigger ("Die"); health = 100; Dead = false; MyAnimator.SetTrigger("Respawn"); MyAnimator.ResetTrigger("Respawn"); MyAnimator.SetTrigger("Respawn"); } } CheckIfDead(); HealthBarUpadte(); }
private void PlayerMovement(float move) { if (MyRigidbody.velocity.y < 0.1f) { MyAnimator.SetBool("land", true); MyRigidbody.gravityScale = 20f; } if (OnGround || airControl) { MyRigidbody.velocity = new Vector2(move * maxSpeed, MyRigidbody.velocity.y); } if (jump && MyRigidbody.velocity.y == 0) { MyAnimator.SetTrigger("jump"); playerSound.clip = jumpSound; playerSound.Play(); //MyRigidbody.AddForce (new Vector2 (0, jumpForce),ForceMode2D.Force); MyRigidbody.velocity = new Vector3(0, jumpTemp, 0); } if (OnGround) { MyRigidbody.gravityScale = 11f; MyAnimator.SetBool("land", false); MyAnimator.ResetTrigger("jump"); jump = false; } if (!jump) { MyAnimator.SetFloat("speed", Mathf.Abs(move)); } if (dropDown) { gameObject.layer = 14; StartCoroutine(DropDownAvail()); } if (!dropDown) { gameObject.layer = 8; } }
/// <summary> /// if the AI is not moving /// </summary> public override void Idle() { if (isIdle) { MyAnimator.SetBool("isWalking", false); idleDuration = UnityEngine.Random.Range(1, 10); // using UnityEngine's random function MyAnimator.SetTrigger("idleTurning"); idleTimer += Time.deltaTime; if (idleTimer >= idleDuration) { isIdle = false; isWalking = true; MyAnimator.ResetTrigger("idleTurning"); MyAnimator.SetBool("isWalking", true); } } }
public override void Death() { MyAnimator.ResetTrigger("death"); MyAnimator.SetTrigger("idle"); health = 30; //If dropsLoot is true he'll drop a MoneyBag if (dropsLoot) { Instantiate(moneyBag, transform.position, transform.rotation); } //Elf disappears/dies MyAnimator.gameObject.SetActive(false); //transform.position = startPos; }
public override void Death() { //To respawn the enemy MyAnimator.ResetTrigger("die"); MyAnimator.SetTrigger("idle"); Player.score += 20; GameControl.control.coins += 20; //To respawn //transform.position = startPos; //health = 10; //To destroy the enemy Destroy(gameObject); }
public override void Death() { fellOff = false; rained = false; time = 0; this.tag = "Enemy"; MyAnimator.SetTrigger("idle"); MyAnimator.ResetTrigger("die"); healthStat.MaxVal = GameManager.Instance.EnemyHealth; healthStat.CurrentVal = healthStat.MaxVal; monsterLevel = GameManager.Instance.EnemyLevel; //for when not death //healthStat.CurrentVal += 10; healthCanvas.enabled = false; Target = null; transform.position = new Vector3(startPos.x + UnityEngine.Random.Range(2.5f, 6.5f), startPos.y, startPos.z); }
public void ToGrab() { if (Input.GetKeyDown(KeyCode.E)) { if (!grabbed) { Physics2D.queriesStartInColliders = false; hit = Physics2D.Raycast(transform.position, Vector2.right * transform.localScale.x, distance); if (hit.collider != null && hit.collider.tag == "Pick Up") { grabbed = true; hit.transform.SetParent(this.transform, true); MyAnimator.SetTrigger("pickup"); MyAnimator.SetBool("carry", true); MyAnimator.ResetTrigger("throw"); } } else if (Physics2D.OverlapPoint(holdpoint.position, notgrabbed)) { grabbed = false; if (hit.collider.gameObject.GetComponent <Rigidbody2D>() != null) { hit.rigidbody.isKinematic = false; hit.collider.isTrigger = false; hit.transform.parent = null; hit.collider.gameObject.GetComponent <Rigidbody2D>().velocity = new Vector2(transform.localScale.x, 1) * throwforce; MyAnimator.SetTrigger("throw"); MyAnimator.SetBool("carry", false); } } if (grabbed) { hit.collider.gameObject.transform.position = holdpoint.position; } } }
private bool Isgrounded() { if (myRigidbody.velocity.y <= 0) { foreach (Transform point in GroundPoints) { Collider2D[] colliders = Physics2D.OverlapCircleAll(point.position, GroundRadius, WhatIsGround); for (int i = 0; i < colliders.Length; i++) { if (colliders[i].gameObject != gameObject) { MyAnimator.ResetTrigger("Jump"); MyAnimator.SetBool("Land", false); return(true); } } } } return(false); }
private Vector2 Dashing(Vector2 v) { // End of dash if (dashCurrentTime >= dashDuration) { // Reset the dash settings dashCurrentTime = 0; isDashing = false; canDash = false; StartCoroutine(ResetDash()); // Stop velocity v = Vector2.zero; MyAnimator.ResetTrigger("Dash"); } else { // Continue the dash dashCurrentTime += Time.deltaTime; v.x = dashForce * direction.x; v.y = dashForce * direction.y; } return(v); }
private void ResetTrig(string name) { MyAnimator.ResetTrigger(name); actState = ActState.StandBy; }
/// <summary> /// Handles the blocking animations for the AI /// </summary> private void BlockHandler() { //if the boss is not blocking yet and if his health is between the right range of health % then start blocking //if (!isBlocking && !isBlockingSecond && !isBlockingThird) //{ // if (((CurrentBossHealth / MaxBossHealth) <= .7f) && ((CurrentBossHealth / MaxBossHealth) > .4f)) // { // MyAnimator.ResetTrigger("BlockDamaged"); // MyAnimator.SetTrigger("Block"); // isBlocking = true; // } //} //if the boss is not blocking yet and if his health is between the right range of health % then start blocking //if (isBlocking && !isBlockingSecond && !isBlockingThird) //{ // if (((CurrentBossHealth / MaxBossHealth) <= .4f) && ((CurrentBossHealth / MaxBossHealth) > .1f)) // { // MyAnimator.ResetTrigger("BlockDamaged"); // MyAnimator.SetTrigger("Block"); // isBlockingSecond = true; // } //} //if the boss is not blocking yet and if his health is between the right range of health % then start blocking //if (isBlocking && isBlockingSecond && !isBlockingThird) //{ // if (((CurrentBossHealth / MaxBossHealth) <= .1f) && ((CurrentBossHealth / MaxBossHealth) > 0)) // { // MyAnimator.ResetTrigger("BlockDamaged"); // MyAnimator.SetTrigger("Block"); // isBlockingThird = true; // } //} // if the boss takes damage then trigger the animation if (TakesDamage) { if (isBlocking && !isBlockingSecond && !isBlockingThird) { MyAnimator.SetTrigger("BlockDamaged"); } if (isBlocking && isBlockingSecond && !isBlockingThird) { MyAnimator.SetTrigger("BlockDamaged"); } if (isBlocking && isBlockingSecond && isBlockingThird) { MyAnimator.SetTrigger("BlockDamaged"); } } // if the boss takes a heavy hit then break his block and trigger animation if (IsHeavyHit) { if (isBlocking && !isBlockingSecond && !isBlockingThird) { MyAnimator.SetTrigger("BlockBreak"); MyAnimator.ResetTrigger("BlockDamaged"); MyAnimator.ResetTrigger("Block"); } if (isBlocking && isBlockingSecond && !isBlockingThird) { MyAnimator.SetTrigger("BlockBreak"); MyAnimator.ResetTrigger("BlockDamaged"); MyAnimator.ResetTrigger("Block"); } if (isBlocking && isBlockingSecond && isBlockingThird) { MyAnimator.SetTrigger("BlockBreak"); MyAnimator.ResetTrigger("BlockDamaged"); MyAnimator.ResetTrigger("Block"); } } }