//Kill all the enemy in the scene public override void Activate() { playerSkill.decreaseBar(skillCost); bool playerFacing = player.GetComponent <PlayerMovement>().GetFacingRight(); enemy = GameObject.FindGameObjectsWithTag("Enemy"); for (int i = 0; i < enemy.Length; i++) { enemyHealth = enemy[i].GetComponent <EnemyHealth>(); if (playerFacing) //Player facingRight //Destroy all enemies on the right side of the player { if (enemy[i].transform.position.x > player.transform.position.x) { enemyHealth.skillValue = 0; //So that when we kill it, our mana doesnt go up enemyHealth.Death(); } } else //Player facingLeft //Destroy all enemies on the left side of the player { if (enemy[i].transform.position.x < player.transform.position.x) { enemyHealth.skillValue = 0; //So that when we kill it, our mana doesnt go up enemyHealth.Death(); } } } KillOneSideTest(playerFacing); Debug.Log("One side activated"); }
void OnTriggerEnter(Collider col) { if (col.gameObject.layer == 10 && scale < maxSize) { EnemyHealth enemyHealth = col.gameObject.GetComponent <EnemyHealth> (); enemyHealth.Death(col.transform.position, col.transform.position - transform.position); } }
public void DestroyEnemy(int entityID) { GameObject obj = this.enemyArray[entityID]; enemyArray.Remove(entityID); EnemyHealth health = obj.GetComponent <EnemyHealth>(); health.Death(); }
private void OnTriggerEnter(Collider other) { if (other.gameObject.tag != "Enemy") { Destroy(gameObject); } else { EnemyHealth eh = other.GetComponent <EnemyHealth>(); eh.Death(); Destroy(gameObject); } }
//Kill all the enemy in the scene public override void Activate() { playerSkill.decreaseBar(skillCost); enemy = GameObject.FindGameObjectsWithTag("Enemy"); for (int i = 0; i < enemy.Length; i++) { enemyHealth = enemy[i].GetComponent <EnemyHealth>(); enemyHealth.skillValue = 0; //So that when we kill it, our mana doesnt go up enemyHealth.Death(); } Debug.Log("Kill All activated"); KillAllTest(); }
void KillMonster(int monsterID) { GameObject monster = FindMonsterWithID(monsterID); DeleteServerGameobjects(GameSettings.MONSTER_TYPE, monsterID); if (monster != null) { EnemyHealth enemyHealth = monster.GetComponent <EnemyHealth>(); enemyHealth.currentHealth = 0; enemyHealth.SetHealthImage(); enemyHealth.isDead = true; enemyHealth.Death(); } }
void OnTriggerEnter(Collider other) { if (other.gameObject.tag == "Player") { PlayerHealth playerHealth = other.gameObject.GetComponent <PlayerHealth>(); audioSource.PlayOneShot(clip); playerHealth.Death(); } else if (other.gameObject.tag == "Enemy") { EnemyHealth enemyHealth = other.gameObject.GetComponent <EnemyHealth>(); audioSource.PlayOneShot(clip); enemyHealth.Death(); } }
private void OnTriggerEnter(Collider other) { if (other.gameObject.tag == "Enemy") { Debug.Log("TRIGGEEEERED"); } if (timer > 0) { Debug.Log(">0"); EnemyHealth enemy = other.GetComponent <EnemyHealth>(); if (enemy != null) { enemy.Death(); } } }
void OnTriggerEnter(Collider other) { if (other.gameObject.tag == "Player") { PlayerHealth playerHealth = other.gameObject.GetComponent <PlayerHealth>(); //playerHealth.Death (); playerHealth.TakeDamage(playerHealth.startingHealth); CmdTellServerWhoGotShot(other.gameObject.name, playerHealth.startingHealth); audioSource.PlayOneShot(clip); } else if (other.gameObject.tag == "Enemy") { EnemyHealth enemyHealth = other.gameObject.GetComponent <EnemyHealth> (); enemyHealth.Death(); audioSource.PlayOneShot(clip); } }
void Update() { /*<-----------Attack---------->*/ // Add the time since Update was last called to the timer. timer += Time.deltaTime; // If the timer exceeds the time between attacks, the player/tower is in range and this enemy is alive... if (timer >= timeBetweenAttacks && InRange && enemyHealth.currentHealth > 0) { // ... attack. Attack(); } if (!playerLockOn) { if (turretHealth.currenthealth < 0) { enemyHealth.Death(); } } else if (playerHealth.currentHealth <= 0) { // ... tell the animator the player is dead. anim.SetTrigger("PlayerDead"); } /*<----------Movement------------>*/ if (!playerLockOn && enemyHealth.currentHealth > 0 && turretHealth.currenthealth > 0) { // If the enemy and the player have health left... // ... set the destination of the nav mesh agent to the base. nav.SetDestination(turret.transform.position); } else if (playerLockOn && enemyHealth.currentHealth > 0 && playerHealth.currentHealth > 0) { nav.SetDestination(player.transform.position); } // Otherwise... else { // ... disable the nav mesh agent. nav.enabled = false; } }
void OnTriggerEnter(Collider other) { int nbExplosion = 0; if (other.gameObject.tag == "Monster" && nbExplosion == 0) { EnemyHealth enemyHeatlh = other.GetComponent <EnemyHealth> (); enemyHeatlh.Death(); PyroExplode Pyro = this.gameObject.AddComponent("PyroExplode") as PyroExplode; Pyro.setTransform(transform); Pyro.Generate(); Pyro.gameObject.tag = "PyroClone"; Destroy(this.gameObject); } }
/// <summary> /// Unity Function. Checks if another game object' collider went in the collider of this game object. /// /// Depending on the flags set to true, certain types of objects will be destroyed/killed. /// </summary> /// <param name="other">Other Game Object's Collider.</param> void OnTriggerEnter2D(Collider2D other) { if (killsPlayer && other.gameObject.GetComponent <PlayerYuni> () != null) { Debug.Log("Entered Player Death"); PlayerHealth player = other.gameObject.GetComponent <PlayerHealth> (); player.isAlive = false; } else if (killsEnemy && other.gameObject.CompareTag(Tags.ENEMY)) { EnemyHealth enemy = other.gameObject.GetComponent <EnemyHealth> (); enemy.Death(); } else if (killsSkyPiece && other.gameObject.CompareTag(Tags.SKY_FRAGMENT_PIECE)) { SkyFragmentPiece piece = other.gameObject.GetComponent <SkyFragmentPiece> (); piece.transform.position = piece.GetDetachedManagerParent().transform.position; } }
// Update is called once per frame void OnTriggerEnter(Collider other) { if (other.gameObject == player) { winGame.text = "GAME WON"; winGame.fontSize = 65; winGame.color = new Color(0.44f, 1f, 0.86f); restart.SetActive(true); GameObject[] allEnemies = GameObject.FindGameObjectsWithTag("Enemy"); foreach (GameObject enemy in allEnemies) { EnemyHealth health = enemy.GetComponent <EnemyHealth>(); health.Death(); player.GetComponent <PlayerMovement> ().enabled = false; player.GetComponent <PlayerShooting> ().enabled = false; } ; } }
/// <summary> /// Deprecated, trigger should be used. /// </summary> /// <param name="other">Other Game Object's Collider.</param> void OnCollisionEnter2D(Collision2D other) { if (other.gameObject.CompareTag(Tags.PLAYER)) { PlayerHealth player = other.gameObject.GetComponent <PlayerHealth> (); player.isAlive = false; } else if (other.gameObject.CompareTag(Tags.ENEMY)) { EnemyHealth enemy = other.gameObject.GetComponent <EnemyHealth> (); enemy.Death(); } else if (other.gameObject.CompareTag(Tags.SKY_FRAGMENT_PIECE)) { SkyFragmentPiece piece = other.gameObject.GetComponent <SkyFragmentPiece> (); piece.transform.position = piece.GetDetachedManagerParent().transform.position; } // else // Destroy (other.gameObject); }
private IEnumerator MovePointer(float numeratorDestination, float denominatorDestination) { bool isCorrect = false; // pauseController.PauseGame (); GameController_v7.Instance.GetPauseController().Pause(); // cameraZoom.ZoomTowards (gameObject.transform.position); this.AdjustCamera(); highlightRenderer.enabled = true; highlightRenderer.sortingLayerName = "Needle"; highlightRenderer.sortingOrder = (-1); highlightRenderer.SetPosition(0, pointer.transform.position); this.pointer.SetActive(true); this.pointer.GetComponent <PointerLabel> ().SetValue(0, (int)denominatorDestination); float pointerOriginalPosX = this.pointer.transform.localPosition.x; bool isPositiveMovement = (this.targetValNumerator > this.initialCurrentPointerNumerator); int multiplier = 1; if (isPositiveMovement) { multiplier = 1; } else { multiplier = -1; } this.currentPointerNumberLine.IsPositiveMovement(isPositiveMovement); this.currentPointerNumberLine.SetLineLength(this.lineLength); this.currentPointerNumberLine.ShowSmallerFraction(); this.currentPointerNumberLine.Partition((int)denominatorDestination + 1); float xCoords = this.currentPointerNumberLine.GetSegments()[0].transform.localPosition.x + multiplier * (numeratorDestination * Vector2.Distance(this.currentPointerNumberLine.GetSegments()[0].transform.position, this.currentPointerNumberLine.GetSegments()[1].transform.position)); float answer = (this.initialCurrentPointerNumerator / this.initialCurrentPointerDenominator) + ((numeratorDestination * multiplier) / denominatorDestination); if (Mathf.Approximately(answer, (this.targetValNumerator / this.targetValDenominator))) { isCorrect = true; } float startTime = Time.time; Vector2 pos = new Vector2(xCoords, this.pointer.transform.localPosition.y); float journeyLength = Vector2.Distance(this.pointer.transform.localPosition, pos); PointerLabel currentPointerLabel = pointer.GetComponent <PointerLabel> (); int currentMaxNumerator = Mathf.Abs(currentPointerLabel.GetDenominator()); highlightRenderer.positionCount = 2; Vector3[] listPositions = new Vector3[2]; Physics2D.autoSimulation = false; while (pos.x != this.pointer.transform.localPosition.x) { Physics2D.Simulate(POINTER_MOVEMENT_SPEED * Time.unscaledDeltaTime); this.pointer.transform.localPosition = Vector2.MoveTowards(this.pointer.transform.localPosition, pos, POINTER_MOVEMENT_SPEED * Time.unscaledDeltaTime); listPositions [0] = new Vector3(currentPointerNumberLine.GetComponent <LineRenderer>().GetPosition(0).x, highlightTransform.localPosition.y, -1.0f); listPositions [1] = new Vector3(pointer.transform.localPosition.x, highlightTransform.localPosition.y, -1.0f); //pointer.transform.position.y, (float)-0.1); highlightRenderer.SetPositions(listPositions); Debug.Log("Numerator: " + Mathf.Abs(currentPointerLabel.GetNumerator())); Debug.Log("Max Numerator: " + currentMaxNumerator); if (Mathf.Abs(currentPointerLabel.GetNumerator()) >= currentMaxNumerator) { currentPointerNumberLine.ExtendLine(); currentMaxNumerator++; } yield return(new WaitForSeconds(0.0f)); } this.pointer.transform.localPosition = pos; this.pointer.GetComponent <PointerLabel> ().SetValue((int)numeratorDestination, (int)denominatorDestination); Physics2D.autoSimulation = true; // GameController_v7.Instance.GetPauseController ().Continue (); // cameraZoom.shouldZoomIn = false; // cameraZoom.shouldZoomOut = true; // if (Mathf.Approximately (this.pointer.transform.position.x, this.targetPointer.transform.position.x)) { if (isCorrect) { // StartCoroutine (this.UpdateHighlight ()); // yield return new WaitForSeconds (CORRECT_DELAY); // If CORRECT yield return(new WaitForSecondsRealtime(CORRECT_DELAY)); this.resultsUI.PlaySuccess(); // GameController_v7.Instance.GetPauseController ().Continue (); // StopCoroutine (this.UpdateHighlight ()); // TODO: uncomment on tally fix :( // if (entry.isSimilar == null) // entry.isSimilar = ((int)targetValDenominator == (int)denominatorDestination) ? true : false; // if (entry.isProper == null) // entry.isProper = ((int)numeratorDestination < (int)denominatorDestination) ? true : false; // if (entry.initialValue == null) // entry.initialValue = new Tuple<int, int>((int)initialCurrentPointerNumerator, (int)initialCurrentPointerDenominator); // if (entry.targetValue == null) // entry.targetValue = new Tuple<int, int>((int)targetValNumerator, (int)targetValDenominator); // if (entry.actualAnswer == null) // entry.actualAnswer = new Tuple<int, int>(Math.Abs((int)targetValNumerator - (int)initialCurrentPointerNumerator), (int)targetValDenominator); // if (entry.attemptedAnswers == null) // entry.attemptedAnswers = new List<Tuple<int, int>>(); // // entry.isDeadThroughLCD = isNumberLineUpdated; // entry.attemptedAnswers.Add(new Tuple<int, int>((int)numeratorDestination, (int)denominatorDestination)); // entry.numberOfAttempts++; // entry.timeSolved = System.DateTime.Now; // if (initialCurrentPointerDenominator == targetValDenominator) // entry.topic = EnemyEntry.Topic.Similar; // else // entry.topic = EnemyEntry.Topic.Dissimilar; enemyHealth.Death(); yield return(new WaitForSecondsRealtime(1.0f)); this.ReturnCamera(); GameController_v7.Instance.GetPauseController().Continue(); } else { // TODO: temporarily commented out, conflict when hitting 2 enemies :'( isNumberLineUpdated = false; // if (entry.isSimilar == null) // entry.isSimilar = ((int)targetValDenominator == (int)denominatorDestination) ? true : false; // if (entry.isProper == null) // entry.isProper = ((int)numeratorDestination < (int)denominatorDestination) ? true : false; // if (entry.initialValue == null) // entry.initialValue = new Tuple<int, int>((int)initialCurrentPointerNumerator, (int)initialCurrentPointerDenominator); // if (entry.targetValue == null) // entry.targetValue = new Tuple<int, int>((int)targetValNumerator, (int)targetValDenominator); // if (entry.actualAnswer == null) // entry.actualAnswer = new Tuple<int, int>(Mathf.Abs((int)targetValNumerator - (int)initialCurrentPointerNumerator), (int)targetValDenominator); // if (entry.attemptedAnswers == null) // entry.attemptedAnswers = new List<Tuple<int, int>>(); // entry.isDeadThroughLCD = isNumberLineUpdated; // entry.attemptedAnswers.Add(new Tuple<int, int>((int)numeratorDestination, (int)denominatorDestination)); // entry.numberOfAttempts++; // StartCoroutine (this.UpdateHighlight ()); SoundManager.Instance.Play(AudibleNames.Results.MISTAKE, false); yield return(new WaitForSecondsRealtime(WRONG_DELAY)); // If WRONG this.ReturnCamera(); GameController_v7.Instance.GetPauseController().Continue(); // cameraZoom.shouldZoomIn = false; // cameraZoom.shouldZoomOut = true; // StopCoroutine (this.UpdateHighlight ()); startTime = Time.time; pos = new Vector2(pointerOriginalPosX, this.pointer.transform.localPosition.y); journeyLength = Vector2.Distance(this.transform.localPosition, pos); listPositions = new Vector3[2]; while (pos.x != this.pointer.transform.localPosition.x) { this.pointer.transform.localPosition = Vector2.MoveTowards(this.pointer.transform.localPosition, pos, 2 * POINTER_MOVEMENT_SPEED * Time.deltaTime); // Pointer movement speed of returning listPositions [0] = new Vector3(currentPointerNumberLine.GetComponent <LineRenderer>().GetPosition(0).x, highlightTransform.localPosition.y, -1.0f); listPositions [1] = new Vector3(pointer.transform.localPosition.x, highlightTransform.localPosition.y, highlightRenderer.transform.position.z); //pointer.transform.position.y, (float)-0.1); highlightRenderer.SetPositions(listPositions); yield return(new WaitForSeconds(0.0f)); } } this.currentPointerNumberLine.PurgeSegments(); // this.currentPointerNumberLine.gameObject.SetActive (false); this.currentPointerNumberLine.HideSmallerFraction(); // this.pointer.SetActive (false); highlightRenderer.enabled = false; this.isPlaying = false; // if (entry.timeWeaponRemoved == null) // entry.timeWeaponRemoved = new List<DateTime>(); // entry.timeWeaponRemoved.Add(System.DateTime.Now); // DataManager.UpdateEnemyEntry(DataManager.GetEnemyLastKey(), entry); // Debug.Log ("<b>NUMBER OF ATTEMPTS: " + String.Join(",",DataManager.GetIntColumn (StringConstants.TableNames.ENEMY, StringConstants.ColumnNames.NUMBER_OF_ATTEMPTS)) + "</b>"); }