private void FixedUpdate() { if (_healthComponent.IsAlive()) { EnemyMovement(); } }
// Update is called once per frame void Update() { if (playerHealthComp.IsAlive()) { DashIconUI(); } }
// Update is called once per frame void Update() { if (_healthComponent.IsAlive()) { //Shoot(GetFireRateFromDistance()); Shoot(); } }
// Update is called once per frame void Update() { if (_healthComp.IsAlive()) { if (_enemyController.playerRef.GetComponentInParent <HealthComponent>().IsAlive() && _enemyController.playerRef != null && _enemyController.TargetDistance() <= _shootRange && _canShoot) { ShootProjectile(); } } }
// Update is called once per frame void FixedUpdate() { if (_healthComp.IsAlive()) { //only shoot when engaged if (_enemyController.playerRef != null && _enemyController.TargetDistance() <= _shootRange && _canShoot && _enemyController.enemyState == EnemyState.engaged) { ShootProjectile(); } } }
private void FixedUpdate() { if (playerHealthComp.IsAlive()) { if (canMove) { PlayerMovement(currentMovementSpeed); } DirectionCheck(); } CheckEnemyBlockers(); }
// Update is called once per frame void Update() { if (healthComponent.IsAlive()) { if (!playerController.isNPCInteracting && !gameManager.IsPause) { if (playerController.canMove) { PlayerMoveInput(); } if (playerController.canAttack) { PlayerBasicAttacks(); PlayerAbilitySelect(); } } MenuInput(); PlayerNPCInteract(); } }
// Update is called once per frame void Update() { if (!_healthComponent.IsAlive()) { Instantiate(essenceCollectable, transform.position, transform.rotation); Destroy(gameObject); } else { SetEnemyDirection(); //ignore player collision Physics2D.IgnoreCollision(_playerTarget.GetComponent <Collider2D>(), physicsCollider); } }
// Update is called once per frame void Update() { if (_healthComponent.IsAlive()) { float deltaPosition = movementSpeed * Time.deltaTime; PlayerMovementBehaviour(deltaPosition); PlayerJump(); PlayerDash(); Slam(); PlayerDirectionFace(); EnergyRegenerate(); WallSlide(); //if healSplinter upgraded if (Input.GetKeyDown(KeyCode.I) && _addOns.healSplinter) { Heal(); _uiManager.UpdateHealth(); } } else { Debug.Log("Dead"); _uiManager.ShowRestartPanel(); dead = true; rb.velocity = new Vector2(0, 0); //Death UI //No longer moving //Death anim //Game State Change } //onGroundCheckRepresentation = GetGround(); if (stopVelocity) { rb.velocity = new Vector2(0, 0); } }
private void OnTriggerEnter2D(Collider2D collision) { GameObject explosionRef = Resources.Load <GameObject>(AssetPaths.pref_explosion); //dealing damage code if (collision.GetComponentInParent <EnemyController>() && !collision.GetComponentInParent <EnemyController>().canRecieveDamage) { //if enemy, and has enemy controller, but cannot receive damage print("hit shield"); if (isPlayerProj) { Destroy(gameObject); } } else if (collision.gameObject.layer == targetLayer && collision.GetComponentInParent <HealthComponent>() != null /*&& collision.gameObject.GetComponent<EnemyController>() && collision.gameObject.GetComponent<EnemyController>().canRecieveDamage*/) { //if enemy and health component exists print("Hit player"); _healthComponent = collision.GetComponentInParent <HealthComponent>(); if (_playerController && isPlayerProj) { _healthComponent.Damage(damage * _playerController.DamageMultiplier); } else { _healthComponent.Damage(damage); } if (_healthComponent.IsAlive()) { Destroy(gameObject); } else { HitCounter(); } } else if (collision.gameObject.layer == 13 && !isPlayerProj) { //if player melee attack to deflect //Destroy(gameObject); print("projectile reverted"); } else if (collision.gameObject.layer == 14 && !isPlayerProj) { //if we are enemy projectile and run into playerproj layer //explode if (explosionRef) { Instantiate(explosionRef, transform.position, Quaternion.identity); } Destroy(gameObject); print("explode"); } else if (gameObject.layer == 15 && collision.gameObject.layer == 15 && isPlayerProj) { //if we are enemyProj, and the other is enemyProj but WE have playerProj true, then explode and destroy if (explosionRef) { Instantiate(explosionRef, transform.position, Quaternion.identity); } Destroy(gameObject); print("explode"); } else if (gameObject.layer == 15 && collision.gameObject.layer == 15 && !isPlayerProj && collision.GetComponent <ProjectileBehaviour>().isPlayerProj) { //if we are enmemyproj and they are enemyproj and our isPlayerProj is false but their isPlayerProj is true, then simply destroy. Destroy(gameObject); } else if (collision.gameObject.layer == 15 && isPlayerProj) { //if we are player proj and run into enemy proj Destroy(gameObject); } if (collision.gameObject.layer == 12) { //if environment blocker, destroy object Destroy(gameObject); } }
// Update is called once per frame void Update() { if (_enemyController.playerRef != null) { if (_enemyController.TargetDistance() <= _attackRange && _enemyController.haveDirectlyEngaged && _ourHealthComp.IsAlive()) { AttackPlayer(); } } }
public virtual bool IsAlive() { return(Health.IsAlive()); }