// Update is called once per frame void Update() { timer += Time.deltaTime; if (timer >= interval) { timer -= interval; //spawn GameObject spawned = Instantiate(spawn, transform.position, Quaternion.Euler(spawnRotation)); if (spawned) { DamagePlayer dp = spawned.GetComponent <DamagePlayer>(); if (dp) { dp.despawnAfterTime = despawnSpawned; dp.despawnTime = despawnTime; } Rigidbody rb = spawned.GetComponent <Rigidbody>(); if (rb) { rb.velocity = spawnLaunchSpeed; } } } }
// Start is called before the first frame update private void Start() { _source = GetComponent <AudioSource>(); _damage = GetComponent <DamagePlayer>(); _sprite = GetComponent <SpriteRenderer>(); _damage.damageDealt += Explode; }
protected override void Start() { base.Start(); try { attackData = GetComponentInChildren <DamagePlayer>(); } catch { Debug.LogError("Failed to get DamagePlayer component in Attack Hitbox for enemy " + gameObject); } }
void OnTriggerEnter2D(Collider2D collider) { if (collider.tag == "PlayerShip") { DamagePlayer damagePlayerEvent = new DamagePlayer(transform.gameObject, 1, false); GameEvents.GameEventManager.post(damagePlayerEvent); anim.SetTrigger("Death"); Invoke("Death", 0.5f); } }
void OnTriggerEnter2D(Collider2D collider) { if (collider.tag == "PlayerShip") { DamagePlayer damagePlayerEvent = new DamagePlayer (transform.gameObject, 1, false); GameEvents.GameEventManager.post (damagePlayerEvent); anim.SetTrigger("Death"); Invoke("Death", 0.5f); } }
void OnCollisionEnter2D(Collision2D collider) { if (collider.gameObject.tag.Equals("PlayerShip")) { DamagePlayer damagePlayerEvent = new DamagePlayer(transform.gameObject, 1, false); GameEvents.GameEventManager.post(damagePlayerEvent); CameraShake cameraShakeEvent = new CameraShake(0.1f, 0.15f); GameEvents.GameEventManager.post(cameraShakeEvent); } }
void OnCollisionEnter2D(Collision2D collider) { if(collider.gameObject.tag.Equals ("PlayerShip")) { DamagePlayer damagePlayerEvent = new DamagePlayer (transform.gameObject, 1, true); GameEvents.GameEventManager.post (damagePlayerEvent); CameraShake cameraShakeEvent = new CameraShake (); GameEvents.GameEventManager.post (cameraShakeEvent); } }
void Start() { //Variables for the Mechanics/Controller BoxSpawner = GetComponent <DeployBox>(); Damage = GetComponent <DamagePlayer>(); bossPath.repathRate = TimeBetweenBossMove; bossPath.maxSpeed = BossMaxSpeed; Damage.strength = BossDamage; BoxSpawner.MaxBoxes = BoxMaxCount; resetTimer = timeBetweenSpawns; resetTimerBox = timeBoxSpawns; anim = GetComponentInChildren <Animator>(); }
protected override void OnCollisionEnter2D(Collision2D col) { if (((col.gameObject.GetComponent <Player>()) != null) && (AllowCollisionDamage)) { DamagePlayer.Invoke(); } // If the mine has hit an object which is not the player, then it will head towards // the player with the chain force, just to add some variation to the game. else { ImpulseToTarget(ChainForce); } }
void OnTriggerEnter2D(Collider2D collider) { if (playerBullet && collider.tag.Equals ("PlayerShip") || (collider.isTrigger && !collider.tag.Equals ("Boss"))) { return; } else if(collider.gameObject.tag.Equals ("PlayerShip")) { DamagePlayer damagePlayerEvent = new DamagePlayer (transform.gameObject, 1); GameEvents.GameEventManager.post (damagePlayerEvent); } Destroy(this.gameObject); var expl = Instantiate(explosion, transform.position, Quaternion.identity); Destroy(gameObject); // destroy the grenade Destroy(expl, 1); // delete the explosion after 1 second }
void OnTriggerEnter2D(Collider2D collider) { if (playerBullet && collider.tag.Equals("PlayerShip") || (collider.isTrigger && !collider.tag.Equals("Boss"))) { return; } else if (collider.gameObject.tag.Equals("PlayerShip")) { DamagePlayer damagePlayerEvent = new DamagePlayer(transform.gameObject, 1); GameEvents.GameEventManager.post(damagePlayerEvent); } Destroy(this.gameObject); var expl = Instantiate(explosion, transform.position, Quaternion.identity); Destroy(gameObject); // destroy the grenade Destroy(expl, 1); // delete the explosion after 1 second }
void OnTriggerEnter2D(Collider2D collider) { if (collider.gameObject.tag.Equals("PlayerShip")) { DamagePlayer damagePlayerEvent = new DamagePlayer(transform.gameObject, 1, false); GameEvents.GameEventManager.post(damagePlayerEvent); CameraShake cameraShakeEvent = new CameraShake(0.1f, 0.15f); GameEvents.GameEventManager.post(cameraShakeEvent); } if (collider.gameObject.tag.Equals("Bullet")) { if (collider.gameObject.GetComponent <Bullet>().isPlayerBullet()) { bossBody.takeDamage(collider.gameObject.GetComponent <Bullet>().getDamage()); } } }
void OnTriggerEnter2D(Collider2D collider) { if(collider.gameObject.tag.Equals ("PlayerShip")) { DamagePlayer damagePlayerEvent = new DamagePlayer (transform.gameObject, 1, false); GameEvents.GameEventManager.post (damagePlayerEvent); CameraShake cameraShakeEvent = new CameraShake (0.1f, 0.15f); GameEvents.GameEventManager.post (cameraShakeEvent); } if(collider.gameObject.tag.Equals ("Bullet")) { if(collider.gameObject.GetComponent<Bullet>().isPlayerBullet()) { bossBody.takeDamage(collider.gameObject.GetComponent<Bullet>().getDamage()); } } }
void OnCollisionEnter2D(Collision2D collider) { if (collider.gameObject.tag.Equals("PlayerShip") && !dead) { DamagePlayer damagePlayerEvent = new DamagePlayer(transform.gameObject, 1, false); GameEvents.GameEventManager.post(damagePlayerEvent); Vector2 direction = new Vector2(transform.position.x - collider.transform.position.x, transform.position.y - collider.transform.position.y); rigidbody2D.velocity = new Vector2(0, 0); rigidbody2D.AddForce(direction * bounceForce); CameraShake cameraShakeEvent = new CameraShake(0.1f, 0.15f); GameEvents.GameEventManager.post(cameraShakeEvent); if (colliderTakesDamage) { takeDamage(1); } } }
void OnCollisionEnter2D(Collision2D collider) { if(collider.gameObject.tag.Equals ("PlayerShip") && !dead) { DamagePlayer damagePlayerEvent = new DamagePlayer (transform.gameObject, 1, false); GameEvents.GameEventManager.post (damagePlayerEvent); Vector2 direction = new Vector2(transform.position.x - collider.transform.position.x, transform.position.y - collider.transform.position.y); rigidbody2D.velocity = new Vector2(0, 0); rigidbody2D.AddForce(direction * bounceForce); CameraShake cameraShakeEvent = new CameraShake (0.1f, 0.15f); GameEvents.GameEventManager.post (cameraShakeEvent); if(colliderTakesDamage) takeDamage(1); } }
// Use this for initialization void Start() { damagePlayer = GetComponent <DamagePlayer>(); anim = GetComponentInChildren <Animator>(); }
public void OnDamagePlayer() { DamagePlayer?.Invoke(this, new CollisionEventArgs(Position)); }