예제 #1
0
 private void OnTriggerEnter2D(Collider2D collision)
 {
     // Exit: if collision was Not the Player or collision happend a 2nd time
     if (once || collision.gameObject.tag != "Player")
     {
         return;
     }
     once = true;        // Flag for a one time event
     // Disable Trigger to only happend once
     GetComponent <Collider2D>().enabled = false;
     // Enable Barrier to Stop Player from backtracking
     StopCollider.GetComponent <Collider2D>().enabled = true;
     // Flips the Entire World so helicopter goes the other direction
     PlayerController._player.FlipWorld(Direction, NextRespawn, !Final);
     // Move Camera for Next Layer
     Camera2DFollow.Follow.plusOnX *= (!Final) ? -1 : 0;
     // Disable Coins on Prev Layer
     DisableCoins.SetActive(false);
     // Enable Coins on Future Layer
     if (EnableCoins)
     {
         EnableCoins.SetActive(true);
     }
     // Final Layer goes North to South, instead of East to West. So Movable axis is on 'Y'
     //      instead of 'X'
     if (Final)
     {
         // Switch Axis
         PlayerController._player.AllAxis = true;
         // No Enemy Spawning on Final Layer
         PlayerController._player.SpawnEnemyObject.GetComponent <SpawnEnemy>().Active = false;
     }
 }
예제 #2
0
 public static void Resume()
 {
     MessageSystemPlayingScene.EnableCollider();
     StopCollider.IsCollision        = false;
     MessageSystemPlayingScene.IsHit = false;
     MessageSystemGameBlock.StartAfterHit();
     MessageSystemPlayingScene.Player.GetComponent <Animator>().speed = 1;
     StopCollider.RestoreConstraints();
     StopCollider.PlayAnimation();
     StopCollider.SetDefaultSortingLayer();
     StopCollider.SetActiveImageButtons(false);
     panel.SetActive(false);
 }
예제 #3
0
 // Use this for initialization
 private void Awake()
 {
     // Disable Barrier to allow Player to Pass through
     StopCollider.GetComponent <Collider2D>().enabled = false;
 }