Exemplo n.º 1
0
    public void ModifyHealth(int health, bool instantRespawn = false)
    {
        // only do damage if we are not invincible (can still respawn on instantRespawn damaging objects, just without taking damage)
        if (!_isinvinisible)
        {
            _currentHealth += health;

            // uppdate healthbar
            UIManager.GetInstance.healthBar.ModifyHealthbar(_currentHealth, _maxHealth);
        }

        // if health is 0 player is dead, else check if instantrespawn is true and respawn player to last respawn point (spikes etc can do 1 damage but will return player to begining of room)
        if (_currentHealth <= 0)
        {
            Die();
        }
        else if (instantRespawn)
        {
            // dont want to be abble to take damage while respawning(will be set back when respawning is done)
            _isinvinisible = true;
            _playerRespawn.RespawnPlayer();
        }
        else if (!_isinvinisible) // if we are not dead and instant respawn is false, do a knockback and start invinsible routines
        {
            Knockback();
            StartCoroutine(Invinsible());
            StartCoroutine(InvinisbleEffect());
        }
    }
Exemplo n.º 2
0
    private void OnTriggerEnter2D(Collider2D other)
    {
        // Use stairs
        if (other.gameObject.tag == "StairTriggerArea" || other.gameObject.tag == "StairTriggerTop")
        {
            _thisStairCollider = other.transform.parent.Find("StairCollider").GetComponent <Collider2D>();

            if (other.gameObject.tag == "StairTriggerArea")
            {
                isOnStairs = true;
            }

            if (other.gameObject.tag == "StairTriggerTop")
            {
                _thisStairCollider.enabled = true;
                isOnStairs = true;
            }
        }
        // Take damage from projectiles
        if (other.gameObject.tag == "Red" || other.gameObject.tag == "Blue")
        {
            _playerHealth.TakeDamage(1);
            Destroy(other.gameObject);
        }
        // Take damgae from enemies
        if (other.gameObject.tag == "Enemy")
        {
            //Debug.Log("KNOVKBACKS");
            // knockback to the left
            if (transform.position.x < other.transform.position.x)
            {
                _playerMovement.Knockback(-1);
            }
            // knockback to the right
            if (transform.position.x > other.transform.position.x)
            {
                _playerMovement.Knockback(1);
            }
            _playerHealth.TakeDamage(1);
        }

        // Activate checkpoints and set new respawn location
        if (other.gameObject.tag == "Respawn")
        {
            _playerRespawn.SetActiveCheckpoint(other.gameObject);
        }
        // Respawn player if killed by deathZone
        if (other.gameObject.tag == "KillZone")
        {
            _playerRespawn.RespawnPlayer();
        }
    }