private void OnCollisionEnter2D(Collision2D collision) { if (collision.gameObject.name == "Up_Door") { level_controller_1 = GameObject.FindObjectOfType(typeof(Level_Controller_1)) as Level_Controller_1; level_controller_1.load_next_scene(0); } else if (collision.gameObject.name == "Down_Door") { level_controller_1 = GameObject.FindObjectOfType(typeof(Level_Controller_1)) as Level_Controller_1; level_controller_1.load_next_scene(1); } else if (collision.gameObject.name == "Left_Door") { level_controller_1 = GameObject.FindObjectOfType(typeof(Level_Controller_1)) as Level_Controller_1; level_controller_1.load_next_scene(2); } else if (collision.gameObject.name == "Right_Door") { level_controller_1 = GameObject.FindObjectOfType(typeof(Level_Controller_1)) as Level_Controller_1; level_controller_1.load_next_scene(3); } else if (collision.gameObject.name == "Out_Door") { level_controller_1 = GameObject.FindObjectOfType(typeof(Level_Controller_1)) as Level_Controller_1; level_controller_1.load_next_scene(4); } else if (collision.gameObject.name == "In_Door") { level_controller_1 = GameObject.FindObjectOfType(typeof(Level_Controller_1)) as Level_Controller_1; level_controller_1.load_next_scene(5); } //check if collision is with ladder else if (collision.gameObject.name == "Ladder" || collision.gameObject.name == "Ladder_2" || collision.gameObject.name == "Ladder_2_2" || collision.gameObject.name == "Ladder_2_3" || collision.gameObject.name == "Ladder_2_Right_Collider" || collision.gameObject.name == "Ladder_2_2_Right_Collider" || collision.gameObject.name == "Ladder_2_3_Right_Collider") { OnLadder = true; } }
private Animator animator; //reference to animator to transition into the various animations void Start() { if (Static_Vars_1.start_game) { Static_Vars_1.start_game = false; SceneManager.LoadScene("Title_Screen"); //load title screen if first beginning game, Unity starts with scene at index 0, but start screen is at index 27 } //for debugging purposes adding keys to inventory manually, NEED TO REMOVE FOR ACTUAL GAME PLAY /* * Static_Vars_1.door_keys.Add("Key_AA"); * Static_Vars_1.door_keys.Add("Key_BB"); * Static_Vars_1.door_keys.Add("Key_CC"); * Static_Vars_1.door_keys.Add("Key_DD"); */ animator = GetComponent <Animator>(); sprite_renderer = gameObject.GetComponent <SpriteRenderer>(); //check if player has first shot powerup to change sprite on if (Static_Vars_1.double_jump_static) { animator.SetBool("double_jump_power_up", true); } else if (Static_Vars_1.regular_shot || Static_Vars_1.spray_shot_static) { sprite_renderer.sprite = idle_image_after_shot_powerup; animator.SetBool("shot_power_up", true); } else { sprite_renderer.sprite = idle_image_before_shot_powerup; } //checking if starting from load saved data to specify player position in room if (Static_Vars_1.is_loading) { Static_Vars_1.is_loading = false; //set player position gameObject.transform.position = new Vector3(Static_Vars_1.player_position_x, Static_Vars_1.player_position_y, 0f); } //getting reference to MOBILE UI controls if (Static_Vars_1.mobile_ui) { joystick = FindObjectOfType <Joystick>(); } how_soon_to_midair_jump = 5; healthBar.SetSize(Static_Vars_1.player_health_static); healthBar.SetColor(Color.magenta); //change health bar color here or change to discrete units to display... //get reference to Player object's RigidBody2D component myRigidBody = GetComponent <Rigidbody2D>(); //get reference to the 3 gun barrels barrel_ref = GameObject.Find("GunBarrel"); barrel_ref_up = GameObject.Find("GunBarrel10DegUp"); barrel_ref_down = GameObject.Find("GunBarrel10DegDown"); facing_right = true; OnLadder = false; //accessing level_controller_1 script for room loading door logic level_controller_1 = GameObject.FindObjectOfType(typeof(Level_Controller_1)) as Level_Controller_1; try { level_controller_1.place_player_in_next_scene(); //checking and noting if the 6 possible doors exist } catch { Debug.Log("Not ready yet or something: level_controller_1.place_player_in_next_scene()"); } midair_jumps_remaining = 1; //could perhaps modify if there would be occasions when you would want to add more than 1 midair jump }