private void OnCollisionEnter2D(Collision2D collision) { if (collision.gameObject.tag == "Player") { if (game_is_started == true) { audio_manager.Play("Player"); } } if (collision.gameObject.tag == "Block_Bottom") { //find better place for this line of code(if you can) // scene_transition.SetBool("level_start", false); if (Block.block_has_been_destroyed) { score_manager.Increase_Score(10); Block.block_has_been_destroyed = false; } } // Giving some randomness to the Ball Direction on collision. Apply_Random_Friction(); if (collision.gameObject.tag == "Player") { rb_ball.velocity = new Vector2((transform.position.x - player_pos.position.x) * 500f * Time.deltaTime, rb_ball.velocity.y); } if (collision.gameObject.tag == "Bottom") { if (Lifes > 1) { GameObject.Find("Life's").transform.Find("Canvas").transform.Find(Lifes.ToString()).gameObject.SetActive(false); Lifes--; if (Lifes == 1) { GameObject.Find("Play_Space").transform.Find("Bottom").GetComponent <BoxCollider2D>().isTrigger = true; } } } }
private void Damage_Block() { // Hitting the block more and more until it breaks. Changing sprites to show the amount of damage block has taken. /* if (count_damage == 0) { * current_sprite.sprite = block_sprites[count_damage]; * count_damage++; * } * else if (count_damage == 1) { * current_sprite.sprite = block_sprites[count_damage]; * count_damage++; * } * else if (count_damage == 2) { * current_sprite.sprite = block_sprites[count_damage]; * count_damage++; * } * else if (count_damage == 3) { * current_sprite.sprite = block_sprites[count_damage]; * count_damage++; * } */ if (count_damage == 0) { audio_manager.Play("block_1"); current_sprite.sprite = block_sprites;// put "count_damage" here count_damage++; } else { audio_manager.Play("block_bottom_2"); level_4_game_mechanics.hit_detected_level4 = true; score_ui_manager.Increase_Score(15); Instantiate(partical_prefab, transform.position, Quaternion.identity); Destroy(this.gameObject); } }
private void Damage_Block() { if (count_damage == 0) { audio_manager.Play("block_1"); current_sprite.sprite = block_sprites[3]; count_damage++; } else { if (Scene_Loader.scene_index == 11) { audio_manager.Play("block_1"); } else { audio_manager.Play("block_top_2"); } if (Scene_Loader.scene_index == 6) { level_6_game_mechanics.hit_detected_level6 = true; } if (Scene_Loader.scene_index == 11) { score_ui_manager.Increase_Score(5); level_10_block_spawner.count_blocks--; } Instantiate(partical_prefab, transform.position, Quaternion.identity); Destroy(this.gameObject); } }
private void Damage_Block() { if (count_damage == 0) { audio_manager.Play("Level_10_block_1"); current_sprite.sprite = block_sprites[1]; // put "count_damage" here count_damage++; } else if (count_damage == 1) { audio_manager.Play("Level_10_block_1"); current_sprite.sprite = block_sprites[3]; count_damage++; } else if (count_damage == 2) { audio_manager.Play("Level_10_block_1"); current_sprite.sprite = block_sprites[4]; count_damage++; } else { audio_manager.Play("Level_10_block_2"); score_ui_manager.Increase_Score(20); level_10_game_mechanics.hit_detected_level10 = true; FindObjectOfType <Level_10_Spacial_block_spawn>().GetComponent <Level_10_Spacial_block_spawn>().is_destroyed = true; Instantiate(partical_prefab, transform.position, Quaternion.identity); Destroy(this.gameObject); } }