void OnTriggerEnter2D(Collider2D objectHit)
        {
            if (!isInvincible)
            {
                //If it hit a bullet
                if (objectHit.gameObject.GetComponent <BulletController>())
                {
                    //Take damage and check if he died
                    PlayerInformation.GetInstance().DecreasePlayerHealth();

                    AudioManager.GetInstance().SlimeDamageSound();

                    //Update UI
                    playerHeartsArray.UpdateUIPlayer(PlayerInformation.GetInstance().health);
                    if (isTaunting)
                    {
                        anim.SetTrigger("PlayerTauntHurtAnimTrigger");
                    }
                    else
                    {
                        anim.SetTrigger("PlayerStillHurtAnimTrigger");
                    }

                    //--health;
                    if (PlayerInformation.GetInstance().health <= 0)
                    {
                        Died();
                    }

                    StartCoroutine(Invincibility());
                }
            }
        }
Exemplo n.º 2
0
 /// <summary>
 /// Starts the game
 /// </summary>
 public void ClickPlayButton()
 {
     AudioManager.GetInstance().ClickSound();
     PauseMenuController.isPaused = false;
     PlayerInformation.GetInstance().RestartGame();
     SceneManager.LoadScene(firstStage);
 }
        void Awake()
        {
            // UI
            playerHeartsArray = GameObject.FindGameObjectWithTag("PlayerHeartsArray").GetComponent <UIComponentPlayerHearts>();
            playerHeartsArray.UpdateUIPlayer(PlayerInformation.GetInstance().health);

            // cache some components
            transform      = GetComponent <Transform>();
            circleCollider = GetComponent <CircleCollider2D>();
            rigidBody2D    = GetComponent <Rigidbody2D>();

            // here, we trigger our properties that have setters with bodies
            skinWidth = _skinWidth;

            // we want to set our CC2D to ignore all collision layers except what is in our triggerMask
            for (var i = 0; i < 32; i++)
            {
                // see if our triggerMask contains this layer and if not ignore it
                if ((triggerMask.value & 1 << i) == 0)
                {
                    Physics2D.IgnoreLayerCollision(gameObject.layer, i);
                }
            }
        }
Exemplo n.º 4
0
 /// <summary>
 /// Restarts the game
 /// </summary>
 public void ClickPlayAgainButton()
 {
     AudioManager.GetInstance().ClickSound();
     PlayerInformation.GetInstance().RestartGame();
     SceneManager.LoadScene(firstStage);
 }