Exemplo n.º 1
0
    void OnTriggerStay2D(Collider2D other)
    {
        EnemyDamageCollider collider = other.GetComponent <EnemyDamageCollider>();

        if (collider != null)
        {
            damage(collider.damage, collider.type, collider.knockback);
        }
    }
Exemplo n.º 2
0
    void OnTriggerEnter2D(Collider2D other)
    {
        EnemyDamageCollider collider = other.GetComponent <EnemyDamageCollider>();

        if (collider != null)
        {
            damage(collider.damage, collider.type, collider.knockback);
        }

        // TODO: For other powerups, you will check their AbstractPowerup Class
        // and find out what effects it has from there.
        // Eg; Check effect state (health, attack, defence, etc) and level (1, 10, 100) and raise the player's
        // state by that level. If you want to lower, then either create a boolean "raise" or a "PowerDown" object.
        if (other.tag == "PowerUp")
        {
            string itemName = other.gameObject.name.Replace("(Clone)", "");
            Debug.Log("Found Item: " + itemName);
            if (itemName == "ChickenTendies")
            {
                Debug.Log(other);
                playerHealth += 20;
                base.playSound(AbstractClass.sfx.omnom, false);
                Destroy(other.gameObject);
            }
            else if (itemName == "ChargePart")
            {
                Debug.Log(other);
                _chargeBar.chargePercentage += 20;
                base.playSound(AbstractClass.sfx.omnom, false);
                Destroy(other.gameObject);
            }
            else if (itemName == "ChargeFull")
            {
                Debug.Log(other);
                _chargeBar.chargePercentage += 100;
                base.playSound(AbstractClass.sfx.omnom, false);
                Destroy(other.gameObject);
            }
        }
    }