protected void OnTriggerEnter(Collider other)
 {
     if (other.gameObject.CompareTag("Player"))
     {
         ScoreManger.AddPoints(pointsToAdd);
         Destroy(gameObject);
     }
 }
예제 #2
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 void OnTriggerEnter2D(Collider2D other)
 {
     if (other.name == "Player")
     {
         Instantiate(deathEffect, transform.position, transform.rotation);
         ScoreManger.AddPoints(-pointsOnDeath);
         Destroy(gameObject);
     }
 }
 // Update is called once per frame
 void Update()
 {
     if (enemyHealth <= 0)
     {
         Instantiate(deathEffect, transform.position, transform.rotation);
         ScoreManger.AddPoints(pointsOnDeath);
         Destroy(gameObject);
     }
 }
예제 #4
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    void OnTriggerEnter2D(Collider2D other)
    {
        if (other.GetComponent <PlayerController>() == null)
        {
            return;
        }

        ScoreManger.AddPoints(pointsToAdd);

        coinSoundEffect.Play();

        Destroy(gameObject);
    }
예제 #5
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    public IEnumerator RespawbPlayerCo()
    {
        Instantiate(deathParticle, player.transform.position, player.transform.rotation);
        player.enabled = false;
        player.GetComponent <Renderer>().enabled = false;
        camera.isFollowing = false;
        //gravityStore = player.GetComponent<Rigidbody2D>().gravityScale;
        //player.GetComponent<Rigidbody2D>().gravityScale = 0f;
        //player.GetComponent<Rigidbody2D>().velocity = Vector2.zero;
        ScoreManger.AddPoints(-pointPenaltyOnDeath);
        Debug.Log("Player Reapawn");
        yield return(new WaitForSeconds(respawnDelay));

        //player.GetComponent<Rigidbody2D>().gravityScale = gravityStore;
        player.transform.position = currentCheckpoint.transform.position;
        player.knockbackCount     = 0;
        player.enabled            = true;
        player.GetComponent <Renderer>().enabled = true;
        healthManager.FullHealth();
        healthManager.isDead = false;
        camera.isFollowing   = true;
        Instantiate(respawnParticle, currentCheckpoint.transform.position, currentCheckpoint.transform.rotation);
    }
예제 #6
0
    // Update is called once per frame
    void Update()
    {
        if (enemyHealth <= 0)
        {
            Instantiate(deathEffect, transform.position, transform.rotation);
            ScoreManger.AddPoints(pointsOnDeath);

            if (transform.localScale.y > minSize)
            {
                GameObject clone1 = Instantiate(bossPrefab, new Vector3(transform.position.x + 0.5f, transform.position.y, transform.position.z), transform.rotation) as GameObject;
                GameObject clone2 = Instantiate(bossPrefab, new Vector3(transform.position.x - 0.5f, transform.position.y, transform.position.z), transform.rotation) as GameObject;

                clone1.transform.localScale = new Vector3(transform.localScale.y * 0.7f, transform.localScale.y * 0.7f, transform.localScale.z);
                clone1.GetComponent <BossHealthManager>().enemyHealth = 10;

                clone2.transform.localScale = new Vector3(transform.localScale.y * 0.7f, transform.localScale.y * 0.7f, transform.localScale.z);
                clone2.GetComponent <BossHealthManager>().enemyHealth = 10;
            }



            Destroy(gameObject);
        }
    }