void OnTriggerEnter(Collider collider) { if (collider.gameObject.tag.Equals("Bottom")) { Debug.Log("Fall"); ph.AdjustCurHealth(-ph.curHealth); } }
void OnTriggerEnter2D(Collider2D other) //die if hitting out of bounds or bullets or whatever. Currently, just die if hit by anything { // if hit by bullet if (other.gameObject.CompareTag("Bullet")) { // if player is alive then deal damage if (ph.curHealth > 0) { ph.AdjustCurHealth(-1); } } // if hit by flame if (other.gameObject.CompareTag("Flame")) { // if player is alive then deal damage if (ph.curHealth > 0) { ph.AdjustCurHealth(-2); } } // if the camera catches up with the player else if (other.gameObject.CompareTag("Death")) { ph.AdjustCurHealth(-ph.curHealth); } // if player goes through portal else if (other.gameObject.CompareTag("Portal")) { Vector3 end = other.transform.FindChild("Exit").transform.position; Debug.Log("child: " + end); transform.position = end; // move camera when Leafie teleports myCamera.GetComponent <MoveCamera>().OnLeafieTeleport(); } // if player reaches the goal else if (other.gameObject.CompareTag("Goal")) { WinLoseText.text = "PLAYER 1 WINS!"; gameOver = true; } }
private void Attack() { float distance = Vector3.Distance(target.transform.position, transform.position); Vector3 dir = (target.transform.position - transform.position).normalized; float direction = Vector3.Dot(dir, transform.forward); if (distance < 3.5f && direction > 0.6f) { PlayerHealth ph = (PlayerHealth)target.GetComponent("PlayerHealth"); ph.AdjustCurHealth(-10); } }