public void Resume() //Button RESUME function { audioManager.PlaySound("Click"); pausedMenuUI.SetActive(false); Time.timeScale = 1f; GamePaused = false; }
public void OnTriggerEnter2D(Collider2D collision) //Die function { audioManager.PlaySound("Coin"); gameFinishText.SetActive(true); Time.timeScale = 0; }
void Update() { _death = GroundObstacleDeath.IsDeath; if (Input.GetKeyDown(KeyCode.Space) && (rig.position.y < _playerPar.JumpMax) && (_death == false) ) //Jump function, on press Space and Height<4 { // When you press "space", character will jump rig.velocity += new Vector2(0, _playerPar.jumpHeight); audioManager.PlaySound("Jump"); //PlaySound } transform.localScale = new Vector3(_playerPar.PlayerHeightX, _playerPar.PlayerHeightY, 1); //Standard sizes of our character if (Input.GetKey(KeyCode.DownArrow) && (_death == false)) // When you press Down Arrow our character going down or gets smaller { if (transform.position.y > _playerPar.PlayerMinSquat) //If height>4, character going down faster { rig.velocity = new Vector2(0, -_playerPar.jumpHeight); } else //Else it becomes smaller { transform.localScale = new Vector3(_playerPar.PlayerHeightX, _playerPar.PlayerSquatSize, 1); //Transforms character height 1/2 } } }
public void OnTriggerEnter2D(Collider2D collision) //Die function { audioManager.PlaySound("Die"); IsDeath = true; fml.gameOverText.SetActive(true); Time.timeScale = 0; }
void Update() //FireRate function { if (gameObject.CompareTag("Player")) { if (_weapons.FireRate == 0) { if (Input.GetButtonDown("Fire1") && MenuPause.GamePaused == false) { Shoot(); audioManager.PlaySound("PistolSound"); //PlaySound } } else { if (Input.GetButton("Fire1") && Time.time > timeToFire && MenuPause.GamePaused == false) { timeToFire = Time.time + 2 / _weapons.FireRate; SpreadE(); // Shoot(); // audioManager.PlaySound("PistolSound"); } } } if (gameObject.CompareTag("Enemy") && Time.time > timeToFire && MoveContrl.Pdead == false && adead == false) { Enemy enemy = GetComponentInParent <Enemy>(); adead = enemy._edead; if ((Vector2.Distance(transform.position, player.position) < attackDistance) && adead == false) { timeToFire = Time.time + 2 / _weapons.FireRate; SpreadE(); } } }
private void Update() { realhealth = health; if (Input.GetKeyDown(KeyCode.Space) && rig.position.y < 0f && MenuPause.GamePaused == false) { // When you press "space", character will jump rig.velocity += new Vector2(0, jumpHeight); audioManager.PlaySound("Jump"); //PlaySound } transform.localScale = new Vector3(1, 1, 1); //Standard sizes of our character if (Input.GetKey(KeyCode.DownArrow) && MenuPause.GamePaused == false ) // When you press Down Arrow our character going down or gets smaller { if (transform.position.y > 4) { rig.velocity = new Vector2(0, -jumpHeight); } else { transform.localScale = new Vector3(1, 0.5f, 1); } } //Horizontal movement Vector3 movement = new Vector3(Input.GetAxis("Horizontal") - (FireRecoil.x * MoveHand.m_Right), 0f + (FireRecoil.y * MoveHand.m_Down), 0f); transform.position += movement * (Time.deltaTime * moveSpeed); if (Input.GetAxis("Horizontal") != 0) { anim.SetBool("isWalking", true); } else { anim.SetBool("isWalking", false); } //Flip body if (Input.GetAxis("Horizontal") > 0 && !m_FacingRight) { Flip(); } else if (Input.GetAxis("Horizontal") < 0 && m_FacingRight) { Flip(); } if (Pdead == true && !m_FacingRight) { Flip(); } void Flip() { m_FacingRight = !m_FacingRight; transform.Rotate(0f, 180, 0f); } }