public void GetHit() { if (dead) { return; } screenShaker.PlayShake(); FadingView.instance.FlashBloodView(); }
private void OnTriggerEnter2D(Collider2D collision) { if (collision.gameObject.tag == "Enemy") { int damage = collision.gameObject.GetComponent <IDamageTaker>().Health; TakeDamage(damage); collision.gameObject.GetComponent <IDamageTaker>().TakeDamage(damage); shake.PlayShake(); } }
IEnumerator StartBloodEffect() { BloodImage.gameObject.SetActive(true); Shaker.PlayShake(); //fade out for (float timer = 1; timer >= 0; timer -= Time.deltaTime * 5) { BloodImage.color = new Color(BloodImage.color.r, BloodImage.color.g, BloodImage.color.b, timer); yield return(null); } yield break; }
void OnCollisionEnter2D(Collision2D col) { GameObject collisionObject = col.gameObject; // Block Collision if (collisionObject.tag == "Block") { Destroy(Instantiate(collisionWithBlockEffect.gameObject, col.contacts[0].point, Quaternion.FromToRotation(Vector3.forward, col.contacts[0].normal)) as GameObject, collisionWithBlockEffect.startLifetime); Block block = collisionObject.GetComponent <Block>(); block.Hit(); } // Wall Collision else if (collisionObject.tag == "Wall") { shake.PlayShake(); } // Lose life / Die else if (collisionObject.tag == "Floor") { ScoreManager.lives--; Destroy(Instantiate(deathEffect.gameObject, col.contacts[0].point, Quaternion.FromToRotation(Vector3.forward, col.contacts[0].normal)) as GameObject, deathEffect.startLifetime); Destroy(Instantiate(deathWallEffect.gameObject, new Vector3(0, -5f, 0), deathWallEffect.gameObject.transform.rotation) as GameObject, deathWallEffect.startLifetime); GetComponent <Flash>().StartFlash(); if (ScoreManager.lives < 0) { ScoreManager.GameOver(); rb.velocity = new Vector2(0, 0); GetComponent <Renderer>().enabled = false; GetComponent <CircleCollider2D>().enabled = false; } else { rb.velocity = new Vector2(0, 0); GetComponent <Renderer>().enabled = false; GetComponent <CircleCollider2D>().enabled = false; dead = true; } } // Collision particle dust and sound effect Destroy(Instantiate(collisionEffect.gameObject, col.contacts[0].point, Quaternion.FromToRotation(Vector3.forward, col.contacts[0].normal)) as GameObject, collisionEffect.startLifetime); source.PlayOneShot(shootSound, Random.Range(minVol, maxVol)); }
void OnTriggerEnter(Collider other) { if (other.gameObject.tag == "hazard") { perlinshake.PlayShake(); Destroy(Instantiate(zombieDeath, this.transform.position, Quaternion.identity), zombieDeath.startLifetime); Destroy(this.gameObject); UIFunction.addOne(); } if (other.gameObject.tag == "House") { Destroy(this.gameObject); UIFunction.minusOne(); } }
void OnTriggerEnter2D(Collider2D other) { //Debug.Log("Game information: " + gameObject.name + " on enter triggered " + other.gameObject.name); switch (other.gameObject.tag) { case "Feather": featherCount++; Destroy(other.gameObject.transform.parent.gameObject); break; case "Bullet": break; case "End": //Application.LoadLevel(0); StartCoroutine(NextLevel()); break; default: PerlinShake shaker = Camera.main.GetComponent <PerlinShake>(); shaker.PlayShake(); break; } }