void OnTriggerEnter2D(Collider2D coll) { if (coll.tag == "Player") { Death.KillPlayer(); } }
private void OnTriggerEnter(Collider collision) { if (collision.gameObject.tag == "Player") { Death de = collision.gameObject.GetComponentInParent <Death>(); if (de != null) { de.KillPlayer(); } } }
// Update is called once per frame void Update() { if (Input.GetKeyDown(KeyCode.Space) && isGround) { GetComponent <Rigidbody2D>().velocity = new Vector2(GetComponent <Rigidbody2D>().velocity.x, Jump); } if (Input.GetKeyDown(KeyCode.R)) { death.KillPlayer(); } if (Input.GetKeyDown(KeyCode.Escape)) { Application.Quit(); } }
//void update() //{ // //Shoot a raycast down from the groundcheck transform. // isGrounded = Physics.Raycast(groundCheck.position, Vector3.down, out hit, groundDistance); // print(isGrounded); // //if (isGrounded) // //{ // // // // //Store the normal of the surface we are on. // // groundNormal = hit.normal; // // // // if (playerGravity.velocity.y == -2 && stateManager.currentState != PlayerStateManager.PlayerState.Pushing && stateManager.currentState != PlayerStateManager.PlayerState.Primed && stateManager.currentState != PlayerStateManager.PlayerState.Grinding) // // { // // if (stateManager.doingTrick == true) //If they are doing a trick // // { // // //TODO DEATH/FAILURE/RAGDOLL METHOD HERE // // Debug.Log("The player failed to complete their trick before landing."); // // stateManager.ActiveState(PlayerStateManager.PlayerState.Ragdoll); // // death.KillPlayer(); // // death.End(); // // } // // else if (!horizontalMovement.leaning && !Input.GetKey("down")) // // stateManager.ActiveState(PlayerStateManager.PlayerState.Pushing); // // //And tell the state manager that the player is on the ground, pushing their scooter. // // } // // else if (!horizontalMovement.leaning && Input.GetKey("down") && playerGravity.velocity.y == -2 && stateManager.currentState == PlayerStateManager.PlayerState.Pushing && stateManager.currentState != PlayerStateManager.PlayerState.Primed && stateManager.currentState != PlayerStateManager.PlayerState.Grinding) // // { // // stateManager.ActiveState(PlayerStateManager.PlayerState.Manual); // // } // // // // if (hit.transform.tag == "Ramp") // // { // // audioSource.clip = audioManager.clips[5]; // // audioSource.Play(); // // } // //} // //else if (stateManager.currentState == PlayerStateManager.PlayerState.Grinding) // // stateManager.currentState = PlayerStateManager.PlayerState.Airborne; //} private void OnTriggerEnter(Collider other) { //print(other.tag); if (other.tag == "Mountain" || other.tag == "Ramp" || other.tag == "Untagged" && !death.dead) { isGrounded = true; if (stateManager.currentState != PlayerStateManager.PlayerState.Pushing && stateManager.currentState != PlayerStateManager.PlayerState.Lean_Left && stateManager.currentState != PlayerStateManager.PlayerState.Lean_Right && stateManager.currentState != PlayerStateManager.PlayerState.Primed && stateManager.currentState != PlayerStateManager.PlayerState.Primed_Left && stateManager.currentState != PlayerStateManager.PlayerState.Primed_Right && stateManager.currentState != PlayerStateManager.PlayerState.Manual) { stateManager.ActiveState(PlayerStateManager.PlayerState.Pushing); } if (other.tag == "Ramp") { audioSource.clip = audioManager.clips[5]; audioSource.Play(); } if (jumpSuccess) { comboManager.newComboValue = 1; comboManager.AddToCombo(); jumpSuccess = false; } } if (other.tag == "Obstacle") { isOnObstacle = true; if (stateManager.currentState != PlayerStateManager.PlayerState.Pushing && stateManager.currentState != PlayerStateManager.PlayerState.Lean_Left && stateManager.currentState != PlayerStateManager.PlayerState.Lean_Right && stateManager.currentState != PlayerStateManager.PlayerState.Primed && stateManager.currentState != PlayerStateManager.PlayerState.Primed_Left && stateManager.currentState != PlayerStateManager.PlayerState.Primed_Right && stateManager.currentState != PlayerStateManager.PlayerState.Manual) { stateManager.ActiveState(PlayerStateManager.PlayerState.Pushing); } } if (stateManager.doingTrick == true && isGrounded) //If they are doing a trick { //TODO DEATH/FAILURE/RAGDOLL METHOD HERE Debug.Log("The player failed to complete their trick before landing."); stateManager.ActiveState(PlayerStateManager.PlayerState.Ragdoll); death.KillPlayer(); death.End(); stateManager.doingTrick = false; } }