示例#1
0
    public IEnumerator RespawnPlayerCo()
    {
        // Generate Death Particle
        Instantiate(DeathParticle, Player.transform.position, Player.transform.rotation);
        // Hide Player
        // Player.enabled = false;
        Player2.SetActive(false);
        Player.GetComponent <Renderer> ().enabled = false;
        // Gravity Reset
        GravityStore = Player.GetComponent <Rigidbody2D>().gravityScale;
        Player.GetComponent <Rigidbody2D>().gravityScale = 0f;
        Player.GetComponent <Rigidbody2D>().velocity     = Vector2.zero;
        // Point Penalty
        ScoreManager.AddPoints(-PointPenaltyOnDeath);
        HealthManager.AddHealth(-HealthPenaltyOnDeath);
        // Debug Message
        Debug.Log("Player Respawn");
        // Respawn Delay
        yield return(new WaitForSeconds(RespawnDelay));

        // Gravity Restore
        Player.GetComponent <Rigidbody2D>().gravityScale = GravityStore;
        // Match Players transform position
        Player.transform.position = CurrentCheckPoint.transform.position;
        // Show Player
        // Player.enabled = true;
        Player2.SetActive(true);
        Player.GetComponent <Renderer> ().enabled = true;
        // Spawn Particle
        Instantiate(RespawnParticle, CurrentCheckPoint.transform.position, CurrentCheckPoint.transform.rotation);
    }
示例#2
0
    // Update is called once per frame

    void OnCollisionEnter(Collision col)
    {
        if (col.gameObject.name == "weapon")
        {
            healthManager.AddHealth(1);
        }
    }
示例#3
0
 public void AddHealth(int amount, PhotonPlayer player)
 {
     if (GetComponent <PhotonView>().owner == player)
     {
         playerHealthManager.AddHealth(amount);
     }
 }
示例#4
0
    // Update is called once per frame
    void Update()
    {
        if (scoreIncreasing)
        {
            scoreCount += pointsPerSecond * Time.deltaTime;
        }
        if (scoreCount > hiScoreCount)
        {
            hiScoreCount = scoreCount;
            PlayerPrefs.SetFloat("Highscore", hiScoreCount);
        }

        scoreText.text   = "Score: " + Mathf.Round(scoreCount);
        hiScoreText.text = "Highscore: " + Mathf.Round(hiScoreCount);
        healthScore.text = "1up: " + Mathf.Round(healthScoreCount);

        if (healthScoreCount <= 0)
        {
            healthManager.AddHealth();
            healthScoreCount = maxHealthScoreCount;
            PlayerMovement.instance.levelUp();
        }
        if (healthManager.curHealth <= 0)
        {
            DeathManager.instance.death();
            scoreIncreasing = false;
        }
    }
示例#5
0
 private void OnTriggerEnter(Collider other)
 {
     if (other.CompareTag("Player"))
     {
         healthManager.AddHealth(valueB);
         Destroy(gameObject);
     }
 }
示例#6
0
 protected void OnTriggerEnter2D(Collider2D collision)
 {
     if (collision.tag == "Player")
     {
         audioManager.healSound.Play();
         HealthManager.AddHealth(health);
         Destroy(gameObject);
     }
 }
示例#7
0
    public void RemoveWord()
    {
        hasBeenTyped = true;
        WordCleared();
        healthManager.AddHealth(text.text.Length);
        scoreCounter.UpdateScore(text.text);

        text.color = Color.red;
        text.CrossFadeAlpha(0f, 1.0f, false);
    }
示例#8
0
    void OnTriggerEnter2D(Collider2D Other)
    {
        if (Other.GetComponent <CharacterMove> () == null)
        {
            return;
        }
        HealthManager.AddHealth(HealthPoints);

        Destroy(gameObject);
    }
示例#9
0
    private void OnTriggerEnter2D(Collider2D collision)
    {
        if (collision.GetComponent <Player>() == null)
        {
            return;
        }

        HealthManager.AddHealth(healthToAdd);
        Destroy(gameObject);
    }
示例#10
0
    void OnTriggerEnter2D(Collider2D Other)
    {
        if (Other.GetComponent <Rigidbody2D> () == null)
        {
            return;
        }
        HealthManager.AddHealth(HealthToAdd);

        Destroy(gameObject);
    }
示例#11
0
    void Get(HealthManager playerHealth)
    {
        if (playerHealth.GetHealth() >= playerHealth._MaxHealth)
        {
            return;
        }

        AudioSource.PlayClipAtPoint(_HealthPickupNoise, transform.position);
        playerHealth.AddHealth(_HealthToGain);
        Destroy(gameObject);
    }
 private void OnTriggerEnter2D(Collider2D collision)
 {
     player = collision.gameObject.GetComponent <HealthManager>();
     if (collision.CompareTag("Player"))
     {
         if (healthToGive > 0)
         {
             player.AddHealth(healthToGive);
         }
         if (meterToGive > 0)
         {
             player.ChangeMeter(meterToGive);
         }
         if (currencyToGive > 0)
         {
             GameEngine.gameEngine.ChangeCurrency(currencyToGive);
         }
         GameObject effect = Instantiate(pickupEffect, transform.position, Quaternion.identity);
         audioManager.PlaySound(pickupSound);
         Destroy(gameObject.transform.parent.gameObject);
     }
 }
示例#13
0
 public void Die()
 {
     _HealthManager.AddHealth(_SavedHealth - _HealthManager.GetHealth()); // Need to reset health here to prevent endless scene switching
     SceneManager.LoadScene(SceneManager.GetActiveScene().name);
 }