void OnCollisionEnter2D(Collision2D collision) { //if(collision.gameObject.GetComponent<Rigidbody>().name != "Cube 1"){ // if(collision.gameObject.GetComponent<Rigidbody>().name == "front wheel"){ //objectname = GameObject.Find ("urban_zombie_mobile1"); // Vector3 zombie = transform.position; // Collider[] colliders = Physics.OverlapSphere (zombie, radius); // foreach (Collider hit in colliders) { //for loop that says if we hit any colliders, then do the following below GameObject gui = GameObject.FindGameObjectWithTag ("_gui_"); if(gui != null){ my_game_uGUI = GameObject.FindGameObjectWithTag("_gui_").GetComponent<game_uGUI>(); } if (collision.gameObject.name == ObjectToCollided) { makeclick Achievement = new makeclick(); Achievement.SENDACHIEVEMENTINCREMENT(INCREMENTAL_ACHIEVEMENT_ID_Veteran,1); Achievement.SENDACHIEVEMENTINCREMENT(INCREMENTAL_ACHIEVEMENT_ID_Assassin,1); Achievement.SENDACHIEVEMENTINCREMENT(INCREMENTAL_ACHIEVEMENT_ID_Sergeant,1); my_game_uGUI.Update_int_score(points); /* if (!game_uGUI.in_pause) { my_game_uGUI.my_progress_bar.Add_to_fill(quantity); if (my_game_uGUI.star_number<3) { my_game_uGUI.Add_stars(1); } //this.gameObject.SetActive(false); }*/ if(sound){ sound.Play(); } Hit.transform.position = body.transform.position; Hit.SetActive (true); Instantiate (Hit); // CFX_SpawnSystem.Instantiate (Hit); Blood.transform.position = body.transform.position; Blood.SetActive (true); Instantiate (Blood); if (Object != null) { Destroy (Object); Hit.SetActive (false); Blood.SetActive (false); } } }
void OnCollisionEnter (Collision collision) { if (collision.gameObject.name == ObjectCollide.name) { makeclick Achievement = new makeclick(); Achievement.SENDACHIEVEMENT(ACHIEVEMENT_ID_First_Explotion); Effect.SetActive (true); Effect.transform.position = ObjectDestroy.gameObject.transform.position; Effect.AddComponent<Exploder>(); Effect.AddComponent<Exploder>().explosionTime = explosionTime; Effect.AddComponent<Exploder>().power = power; Effect.AddComponent<Exploder>().radius = radius; Effect.AddComponent<Exploder>().explodeDuration = explodeDuration; Instantiate (Effect); Destroy (ObjectDestroy); } }
void OnCollisionEnter2D (Collision2D collision) { if (!zombiedead) { if (ObjectToCollided != null || ObjectToCollided2 != null || BodyToCollided != null || PoliToCollided != null) { if (ObjectToCollided.name == collision.gameObject.name || ObjectToCollided2.name == collision.gameObject.name || BodyToCollided.name == collision.gameObject.name || PoliToCollided.name == collision.gameObject.name) { anim.SetBool ("IsKilled", true); anim.SetBool ("IsAggro", false); rb2d.velocity = new Vector2 (10f, hitForce); rb2d.velocity = new Vector3 (0f, 3f, 0f) * hitForce; AudioSource.PlayClipAtPoint (DeadSound, gameObject.transform.position, 10.0f); makeclick Achievement = new makeclick(); Achievement.SENDACHIEVEMENTINCREMENT(INCREMENTAL_ACHIEVEMENT_ID_Veteran,1); Achievement.SENDACHIEVEMENTINCREMENT(INCREMENTAL_ACHIEVEMENT_ID_Assassin,1); Achievement.SENDACHIEVEMENTINCREMENT(INCREMENTAL_ACHIEVEMENT_ID_Sergeant,1); if (my_game_uGUI) { my_game_uGUI.Update_int_score (100); //zombie_count = zombie_count + 1; //my_game_uGUI.Add_zombies (1); //my_game_uGUI.star_number = 1; //my_game_uGUI.Add_stars (1); } if(gameObject.tag =="ZombieFat"){ gameObject.GetComponent<Rigidbody2D>().mass =0.2f; Physics2D.IgnoreCollision(HelmetToCollided.GetComponent<Collider2D>(), GetComponent<Collider2D>()); Physics2D.IgnoreCollision(PoliToCollided.GetComponent<Collider2D>(), GetComponent<Collider2D>()); Physics2D.IgnoreCollision(BodyToCollided.GetComponent<Collider2D>(), GetComponent<Collider2D>()); Physics2D.IgnoreCollision(ObjectToCollided.GetComponent<Collider2D>(), GetComponent<Collider2D>()); Physics2D.IgnoreCollision(ObjectToCollided2.GetComponent<Collider2D>(), GetComponent<Collider2D>()); Physics2D.IgnoreCollision(legToCollided.GetComponent<Collider2D>(),GetComponent<Collider2D>()); Physics2D.IgnoreCollision(trunkToCollided.GetComponent<Collider2D>(),GetComponent<Collider2D>()); Physics2D.IgnoreCollision(leftarmToCollided.GetComponent<Collider2D>(),GetComponent<Collider2D>()); Physics2D.IgnoreCollision(rightarmToCollided.GetComponent<Collider2D>(),GetComponent<Collider2D>()); } if(gameObject.tag =="Zombie"){ gameObject.GetComponent<Rigidbody2D>().mass =0.01f; Physics2D.IgnoreCollision(HelmetToCollided.GetComponent<Collider2D>(), GetComponent<Collider2D>()); Physics2D.IgnoreCollision(PoliToCollided.GetComponent<Collider2D>(), GetComponent<Collider2D>()); Physics2D.IgnoreCollision(BodyToCollided.GetComponent<Collider2D>(), GetComponent<Collider2D>()); Physics2D.IgnoreCollision(ObjectToCollided.GetComponent<Collider2D>(), GetComponent<Collider2D>()); Physics2D.IgnoreCollision(ObjectToCollided2.GetComponent<Collider2D>(), GetComponent<Collider2D>()); Physics2D.IgnoreCollision(legToCollided.GetComponent<Collider2D>(),GetComponent<Collider2D>()); Physics2D.IgnoreCollision(trunkToCollided.GetComponent<Collider2D>(),GetComponent<Collider2D>()); Physics2D.IgnoreCollision(leftarmToCollided.GetComponent<Collider2D>(),GetComponent<Collider2D>()); Physics2D.IgnoreCollision(rightarmToCollided.GetComponent<Collider2D>(),GetComponent<Collider2D>()); } if(gameObject.tag =="ZombieMid"){ gameObject.GetComponent<Rigidbody2D>().mass =1f; Physics2D.IgnoreCollision(HelmetToCollided.GetComponent<Collider2D>(), GetComponent<Collider2D>()); Physics2D.IgnoreCollision(PoliToCollided.GetComponent<Collider2D>(), GetComponent<Collider2D>()); Physics2D.IgnoreCollision(BodyToCollided.GetComponent<Collider2D>(), GetComponent<Collider2D>()); Physics2D.IgnoreCollision(ObjectToCollided.GetComponent<Collider2D>(), GetComponent<Collider2D>()); Physics2D.IgnoreCollision(ObjectToCollided2.GetComponent<Collider2D>(), GetComponent<Collider2D>()); Physics2D.IgnoreCollision(legToCollided.GetComponent<Collider2D>(),GetComponent<Collider2D>()); Physics2D.IgnoreCollision(trunkToCollided.GetComponent<Collider2D>(),GetComponent<Collider2D>()); Physics2D.IgnoreCollision(leftarmToCollided.GetComponent<Collider2D>(),GetComponent<Collider2D>()); Physics2D.IgnoreCollision(rightarmToCollided.GetComponent<Collider2D>(),GetComponent<Collider2D>()); } zombiedead = true; } } } }
void TimeEffectExecuteAll() { makeclick Achievement = new makeclick(); Achievement.SENDACHIEVEMENT(ACHIEVEMENT_ID_First_Explotion); if(UsedSlowMotion) { count = count + 1; if(count == 1){ SlowMotionController.AddSlowMotion(desiredFreezeDuration, desiredTimeScale, delay); } } if (Explotion != null) { Explotion.SetActive (true); if(body != null){ Explotion.transform.position = body.position; } } if (bomb != null) { bomb.GetComponent<Rigidbody2D> ().isKinematic = false; //bomb.GetComponent<Rigidbody2D> ().useGravity = true; //Destroy (bomb); } timescollision = timescollision + 1; if(ExplotionWithThis == true) { Instantiate(Explotion); //CFX_SpawnSystem.Instantiate (Explotion); } if(isHit){ Vector3 granadeorigin = grenadeOrigenStatic; granadeorigin.z = 10; granadeorigin.y = granadeorigin.y - 2.0f; Vector3 objPos1 = Camera.main.ScreenToWorldPoint(granadeorigin); AddExplosionForce(hitColliderStatic.GetComponent<Rigidbody2D> (), power * 100, objPos1, radius); //hit.GetComponent<Rigidbody2D> ().AddForceAtPosition (power, grenadeOrigin, ForceMode2D.Force); } if(isBomb) { Vector3 granadeorigin = grenadeOrigenStatic; granadeorigin.z = 10; granadeorigin.y = granadeorigin.y - 2.0f; Vector3 objPos1 = Camera.main.ScreenToWorldPoint(granadeorigin); AddExplosionForce(bomb.GetComponent<Rigidbody2D> (), power * 100, objPos1, radius); //hit.GetComponent<Rigidbody2D> ().AddForceAtPosition (power, grenadeOrigin, ForceMode2D.Force); //bomb.GetComponent<Rigidbody2D> ().AddForceAtPosition (power, grenadeOrigin, ForceMode2D.Force); //bomb.GetComponent<Rigidbody2D> ().AddExplosionForce (power, grenadeOrigin, radiusExplotion, 1.0f); } if (EffectLoseGravity != null) { EffectLoseGravity.SetActive (true); if(body != null){ GameObject position = ObjectToLoseGravity; if(position != null){ EffectLoseGravity.transform.position = position.transform.position; CFX_SpawnSystem.Instantiate (EffectLoseGravity); AudioSource.PlayClipAtPoint(SoundLoseGravity,EffectLoseGravity.transform.position); if (radius < radiusDead) { Motorcycle_Controller2D.crash = true; } } } } if (EffectLoseGravity2 != null) { EffectLoseGravity2.SetActive (true); if(body != null){ GameObject position2 = ObjectToLoseGravity2; EffectLoseGravity2.transform.position = position2.transform.position; CFX_SpawnSystem.Instantiate (EffectLoseGravity2); AudioSource.PlayClipAtPoint(SoundLoseGravity2,EffectLoseGravity2.transform.position); if (radius < radiusDead) { Motorcycle_Controller2D.crash = true; } } } if (EffectLoseGravity3 != null) { EffectLoseGravity3.SetActive (true); if(body != null){ GameObject position3 = ObjectToLoseGravity3; EffectLoseGravity3.transform.position = position3.transform.position; CFX_SpawnSystem.Instantiate (EffectLoseGravity3); AudioSource.PlayClipAtPoint(SoundLoseGravity3,EffectLoseGravity3.transform.position); if (radius < radiusDead) { Motorcycle_Controller2D.crash = true; } } } if (EffectLoseGravity4 != null) { EffectLoseGravity4.SetActive (true); if(body != null){ GameObject position4 = ObjectToLoseGravity4; EffectLoseGravity4.transform.position = position4.transform.position; CFX_SpawnSystem.Instantiate (EffectLoseGravity4); AudioSource.PlayClipAtPoint(SoundLoseGravity4,EffectLoseGravity4.transform.position); if (radius < radiusDead) { Motorcycle_Controller2D.crash = true; } } } if (wood != null) { wood.GetComponent<Rigidbody2D> ().isKinematic = false; //wood.GetComponent<Rigidbody2D> ().useGravity = true; if(DestroyLoseGravity){ Destroy(wood); } } if (wood2 != null) { wood2.GetComponent<Rigidbody2D> ().isKinematic = false; //wood2.GetComponent<Rigidbody2D> ().useGravity = true; if(DestroyLoseGravity2){ Destroy(wood2); } } if (wood3 != null) { wood3.GetComponent<Rigidbody2D> ().isKinematic = false; //wood3.GetComponent<Rigidbody2D> ().useGravity = true; if(DestroyLoseGravity3){ Destroy(wood3); } } if (wood4 != null) { wood4.GetComponent<Rigidbody2D> ().isKinematic = false; // wood4.GetComponent<Rigidbody2D> ().gravityScale = 1; if(DestroyLoseGravity4){ Destroy(wood4); } } }
void OnTriggerEnter2D(Collider2D collision){ if (!zombiedead) { if (ObjectToCollided != null || ObjectToCollided2 != null || BodyToCollided != null || PoliToCollided != null) { if (ObjectToCollided.name == collision.gameObject.name || ObjectToCollided2.name == collision.gameObject.name || BodyToCollided.name == collision.gameObject.name || PoliToCollided.name == collision.gameObject.name) { // gameObject.GetComponent<Rigidbody2D>().constraints = RigidbodyConstraints2D.None; gameObject.GetComponent<Rigidbody2D>().constraints = RigidbodyConstraints2D.None; gameObject.GetComponent<Rigidbody2D>().freezeRotation = false; //AudioSource.PlayClipAtPoint (DeadSound, gameObject.transform.position, 10.0f); makeclick Achievement = new makeclick(); Achievement.SENDACHIEVEMENTINCREMENT(INCREMENTAL_ACHIEVEMENT_ID_Veteran,1); Achievement.SENDACHIEVEMENTINCREMENT(INCREMENTAL_ACHIEVEMENT_ID_Assassin,1); Achievement.SENDACHIEVEMENTINCREMENT(INCREMENTAL_ACHIEVEMENT_ID_Sergeant,1); Achievement.SENDACHIEVEMENTINCREMENT(INCREMENTAL_ACHIEVEMENT_ID_Lieutenant,1); Achievement.SENDACHIEVEMENTINCREMENT(INCREMENTAL_ACHIEVEMENT_ID_Captain,1); if (my_game_uGUI) { my_game_uGUI.Update_int_score (100); } zombiedead = true; } } } }
void TimeEffectExecuteAll() { makeclick Achievement = new makeclick(); Achievement.SENDACHIEVEMENT(ACHIEVEMENT_ID_First_Explotion); if(UsedSlowMotion) { count = count + 1; if (count == 1) { SlowMotionController.AddSlowMotion(desiredFreezeDuration, desiredTimeScale, delay); UsedSlowMotionActivated = true; } } if (Explotion != null) { Explotion.SetActive (true); if(body != null){ Explotion.transform.position = body.position; } } if (bomb != null) { bomb.GetComponent<Rigidbody2D> ().isKinematic = false; } EffectLoseGravity.transform.position = body.position; EffectLoseGravity2.transform.position = body.position; //count = count + 1; if (count <= 1) { count = count + 1; Instantiate (EffectLoseGravity); Instantiate (EffectLoseGravity2); AudioSource.PlayClipAtPoint(SoundLoseGravity,EffectLoseGravity.transform.position); //Destroy(ObjectToLoseGravity); ObjectToLoseGravity.GetComponent<SpriteRenderer>().enabled = false; ObjectToLoseGravity.GetComponent<BoxCollider2D>().enabled = false; //SlowMotionController.AddSlowMotion(desiredFreezeDuration, desiredTimeScale, delay); //Invoke ("DestroyObject",0); //ObjectToLoseGravity.SetActive(false); } //Destroy(EffectLoseGravity); }