예제 #1
0
    IEnumerator Die()
    {
        SFCController.PlaySound("playerDeath");
        yield return(new WaitForSeconds(2.0f));

        SceneManager.LoadScene("LoseGame");
    }
예제 #2
0
 public void TakeDamage(int a)
 {
     health -= a;
     StartCoroutine(BlinkRed());
     if (health <= 0)
     {
         SFCController.PlaySound("zombieDeath");
         Destroy(gameObject);
     }
 }
예제 #3
0
    void Shoot()
    {
        shootDirection = Camera.main.ScreenToWorldPoint(Input.mousePosition) - transform.position;
        //lookAngle = Mathf.Atan2(shootDirection.y, shootDirection.x)*Mathf.Rad2Deg;
        //shootDirection.Normalize();
        Vector2 direction = shootDirection;

        direction.Normalize();
        //Debug.Log(direction);
        if (Input.GetMouseButtonDown(0))
        {
            SFCController.PlaySound("attack");
            GameObject fireBullet = Instantiate(sword, transform.position, transform.rotation);
            fireBullet.GetComponent <Rigidbody2D>().velocity = direction * shootSpeed;
        }
    }
예제 #4
0
 public void TakeDamage(int damage)
 {
     // Debug.Log("Ouch! ");
     SFCController.PlaySound("zombieBite");
     SFCController.PlaySound("hit");
     health -= damage;
     lifeCounter.GetComponent <UnityEngine.UI.Text>().text = string.Format("{0}/{1} Lives", health, maxHealth);
     if (health <= 0)
     {
         //Destroy(gameObject);
         StartCoroutine(Die());
         gameObject.GetComponent <SpriteRenderer>().enabled   = false;
         gameObject.GetComponent <PlayerController>().enabled = false;
         rb.isKinematic = true;
         rb.constraints = RigidbodyConstraints2D.FreezePosition;
     }
 }