public void ScoreTesting() { POCC.GameManager manager = POCC.GameManager.getInstance(); manager.destroyTest(); manager = POCC.GameManager.getInstance(); Assert.AreEqual(0, manager.getAchievements().Count); for (int i = 0; i < 10; i++) { manager.incrementCollectableScore(POCC.Collectable.GOLDFLY); } Debug.Log(manager.getAchievements()); Assert.AreEqual(1, manager.getAchievements().Count); for (int i = 0; i < 9; i++) { manager.incrementCollectableScore(POCC.Collectable.GOLDFLY); } Debug.Log(manager.getAchievements()); Assert.AreEqual(1, manager.getAchievements().Count); manager.incrementCollectableScore(POCC.Collectable.GOLDFLY); Assert.AreEqual(2, manager.getAchievements().Count); for (int i = 0; i < 10; i++) { manager.incrementCollectableScore(POCC.Collectable.GOLDFLY); } Assert.AreEqual(3, manager.getAchievements().Count); }
void OnCollisionEnter2D(Collision2D collision) { if (collision.gameObject.tag == "Player" && !collisionFlag) { //Physics2D.IgnoreCollision (collision.gameObject.GetComponent<Collider2D>(), GetComponent<Collider2D>()); collisionFlag = true; POCC.GameManager manager = POCC.GameManager.getInstance(); manager.decrementHealth(); } }
/** * This will trigger when Pep come within the range of the enemy, * it will decrement the health as it is a discrete value on Pep. * DOUBLE CHECK THAT COLLISION2D IS OK. * * Also should probably have some kind of invulnerability period. * And should make him bounce somewehere. */ void OnTriggerEnter2D(Collider2D pep) { Debug.Log("Trigger hit"); if (pep.gameObject.tag == "Player") { if (!collisionFlag) { collisionFlag = true; POCC.GameManager manager = POCC.GameManager.getInstance(); FindObjectOfType <AudioManager>().Play("damage"); manager.decrementHealth(); StartCoroutine(Knockback(0.02f, 300, pep.gameObject.transform.position, pep)); } } }