Die() public method

public Die ( ) : void
return void
示例#1
0
 private void DeveloperCommands()
 {
     if (Input.GetKey(KeyCode.R))
     {
         playerHealth.Die();
     }
 }
示例#2
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/*	void FlipPlayer(){
 *              facingRight = !facingRight;
 *              Vector2 localScale = gameObject.transform.localScale;
 *              localScale.x *= -1;
 *              transform.localScale = localScale;
 *      }*/

    void OnCollisionEnter2D(Collision2D col)
    {
        if (col.gameObject.tag == "Enemy")
        {
            health.Die();
        }
    }
 /*
  * private void OnTriggerEnter2D(Collider2D collision)
  * {
  *  Debug.Log("COUCOU");
  * }
  *
  * private void OnCollisionEnter2D(Collision2D collision)
  * {
  *  Debug.Log(collision.gameObject.tag);
  * }
  *
  * private void OnCollisionExit2D(Collision2D collision)
  * {
  *  Debug.Log(collision.gameObject.tag);
  * }
  */
 private void OnTriggerExit2D(Collider2D collision)
 {
     Debug.Log("Exit Game Area Detected");
     Debug.Log(collision.gameObject.tag);
     if (collision.gameObject.tag == "Player")
     {
         Debug.Log("Player Out of Game Area");
         PlayerHealth PV = GameObject.FindObjectOfType <PlayerHealth>();
         Debug.Log(PV);
         if (PV != null)
         {
             Debug.Log("Player killed?");
             PV.Die();
         }
     }
     if (collision.gameObject.tag == "Enemy")
     {
         Debug.Log("Enemy Out of Game Area");
         Enemy E = collision.gameObject.GetComponent <Enemy>();
         if (E != null)
         {
             Debug.Log("Enemy killed");
             E.TakeDommage(int.MaxValue);
         }
     }
 }
 private void OnTriggerExit2D(Collider2D other)
 {
     if (other.CompareTag("Player"))
     {
         _playerHealth.Die();
     }
 }
示例#5
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 private void OnCollisionEnter2D(Collision2D collision)
 {
     if (collision.gameObject.tag == "Player")
     {
         PlayerHealth playerHealth = collision.gameObject.GetComponent <PlayerHealth>();
         playerHealth.Die();
     }
 }
示例#6
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 public void NoRespawn()
 {
     playerHealth.canRespawn = false;
     respawnMenu.SetActive(false);
     gameOverMenu.SetActive(true);
     playerHealth.Die();
     Time.timeScale = 0;
 }
示例#7
0
    void Update()
    {
        if (myHP.currentHealth > 0)
        {
            if (isPressing == false)
            {
                #region movement system
                Move();

                Pushing();

                Climbing();

                Jump();
                #endregion

                // Hanging checker.
                //hang.HangCheck();

                PButton();

                rTimer -= Time.deltaTime;
            }
            else
            {
                #region button Timer
                if (bTimer >= 0f)
                {
                    bTimer -= Time.deltaTime;
                }
                else if (bTimer <= 0)
                {
                    isPressing = false;
                    animator.SetBool("Button", false);
                }
                #endregion
            }
        }

        #region Life handler and death
        else if (myHP.currentHealth <= 0)
        {
            myHP.Die();
        }
        else
        {
            Debug.Log("Some error has occured");
        }
        #endregion

        #region testing purposes for exp
        if (Input.GetKeyDown(KeyCode.K))
        {
            // Virker kun en gang?
            expBar.UpdateBar(50);
        }
        #endregion
    }
示例#8
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//if character hits the collider attached
    private void OnTriggerEnter2D(Collider2D collision)
    {
        //trigger player death
        if (collision.gameObject.tag == "Player")
        {
            playerHealth.Die(transform);
            StartCoroutine("ReloadGame");
        }
    }
示例#9
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 private void OnTriggerEnter(Collider other)
 {
     if (other.tag == "Player")
     {
         PlayerHealth ph = other.GetComponent <PlayerHealth>();
         if (ph != null)
         {
             ph.Die();
         }
     }
 }
示例#10
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 private void OnTriggerStay(Collider other)
 {
     if (other.name == "Player")
     {
         healthScript.Die();
     }
     else if (other.CompareTag("Enemy"))
     {
         Destroy(gameObject);
     }
 }
 private void Check()
 {
     // if Score high enough open Next Level Portal, else Die
     if (Score.instance.GetScore() >= Score.instance.GetNeedScore())
     {
         GameObject portal     = Instantiate(portalPrefab, nextLevelPortal.position, Quaternion.identity);
         Animator   portalAnim = portal.GetComponent <Animator>();
         portalAnim.SetTrigger("open");
     }
     else
     {
         health.Die();
     }
 }
示例#12
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 public void OnCollisionEnter2D(Collision2D col)
 {
     if (col.gameObject.tag == "Player")
     {
         if (playerHealth != null)
         {
             playerHealth.Die();
         }
         else
         {
             Destroy(col.gameObject);
         }
     }
 }
示例#13
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 private void OnTriggerEnter2D(Collider2D collision)
 {
     if (collision.tag == "BH")
     {
         health.Die();
     }
     else if (collision.tag == "Asteroid")
     {
         health.TakeDamage();
         AddScore(-scoreForAsteroid);
         Destroy(collision.gameObject);
     }
     else if (collision.tag == "Satellite" && collision.GetComponent <SpaceObject>().GetSaved == false) // a 2-a conditie necesara pentru a evita exploit de obtinere scor.
     {
         AddScore(scoreForSatellite);
     }
 }
示例#14
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    public void TimeUp()
    {
        PlayerHealth p1 = player1.GetComponent <PlayerHealth>();
        PlayerHealth p2 = player2.GetComponent <PlayerHealth>();

        if (p1.Health > p2.Health)
        {
            p1.Die();
        }
        else if (p1.Health < p2.Health)
        {
            p2.Die();
        }
        else
        {
            Draw();
        }
    }
示例#15
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    private void OnTriggerEnter2D(Collider2D collision)
    {
        if (collision.CompareTag("BH"))
        {
            health.Die();
            list.Add(Instantiate(system2, collision.transform.position, Quaternion.identity));
            list[list.Count - 1].Play();
        }
        else if (collision.CompareTag("Heart"))
        {
            health.GetHealed();
            list.Add(Instantiate(system1, collision.transform.position, Quaternion.identity));
            list[list.Count - 1].Play();
            Destroy(collision.gameObject);
        }
        else if (collision.CompareTag("Asteroid"))
        {
            list.Add(Instantiate(system2, collision.transform.position, Quaternion.identity));
            list[list.Count - 1].Play();
            if (abilities.GetIsShieldOn())
            {
                Destroy(collision.gameObject);
            }
            else
            {
                health.TakeDamage();
                AddScore(-scoreForAsteroid);
                Destroy(collision.gameObject);
            }
        }
        else if (collision.CompareTag("Satellite") && collision.GetComponent <SpaceObject>().GetSaved == false) // a 2-a conditie necesara pentru a evita exploit de obtinere scor.
        {
            AddScore(scoreForSatellite);
        }

        if (list.Count != 0 && (!list[0].isPlaying))
        {
            Destroy(list[0].gameObject);
            list.RemoveAt(0);
        }
    }
示例#16
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    private void Update()
    {
        if (!GetComponent <PlayerController>().IsGrounded)
        {
            _timeFalling += Time.deltaTime;

            if (_playerHealth && _timeFalling >= fallSecondsToDie)
            {
                if (!_playerHealth.isDead)
                {
                    _playerHealth.Die(true);
                }

                _timeFalling = 0;
            }
        }
        else
        {
            _timeFalling = 0;
        }
    }
    void OnTriggerEnter2D(Collider2D other)
    {
        if (other.tag == "Collectible")
        {
            Score.playerScore += PickUp.pickUpPoints;
        }

        // Enemy Logic
        if (other.gameObject.CompareTag("Attack point"))
        {
            PlayerHealth.Die();
        }
        if (other.gameObject.CompareTag("Stomp point"))
        {
            Score.playerScore += 10;
            // Bounce after jumping on enemy
            rb2d.velocity = new Vector2(rb2d.velocity.x, playerBounceForce);

            Debug.Log("dead");
            Destroy(other.transform.parent.gameObject);
        }
    }
示例#18
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 void DieOnExplode()
 {
     healthScript.Die();
 }
示例#19
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    // 处理响应
    void ProcessJD(JsonData jd)
    {
        if (jd != null)
        {
            string msgname = (string)jd ["msgname"];
            if (msgname == "CreateEnemy")
            {
                JsonData data = jd ["data"];
                for (int i = 0; i < data.Count; ++i)
                {
                    int   id   = (int)data [i] ["id"];
                    int   type = (int)data [i] ["type"];
                    int   HP   = (int)data [i] ["HP"];
                    float x    = (float)((double)data [i] ["x"]);
                    float z    = (float)((double)data [i] ["z"]);
                    switch (type)
                    {
                    case 0:
                        GameObject enemy0 = Instantiate(enemyType1, new Vector3(x, 0.0f, z), this.transform.rotation) as GameObject;
                        enemy0.GetComponent <AI> ().id = id;
                        enemy0.GetComponent <Health> ().Init(HP);
                        enemies [id] = enemy0;
                        break;

                    case 1:
                        GameObject enemy1 = Instantiate(enemyType2, new Vector3(x, 0.0f, z), this.transform.rotation) as GameObject;
                        enemy1.GetComponent <AI> ().id = id;
                        enemies [id] = enemy1;
                        enemy1.GetComponent <Health> ().Init(HP);
                        break;
                    }
                }
            }
            else if (msgname == "UpdateHP")
            {
                int id = (int)jd ["id"];
                int HP = (int)jd ["HP"];
                if (id == -1)
                {
                    if (HP > 0)
                    {
                        ph.UpdateHp(HP);
                    }
                    else
                    {
                        ph.UpdateHp(0);
                        dieTime = Time.time;
                        ShowDialog("Endless Shoot", "你已死亡,将在3秒后返回!");
                        ph.Die();
                    }
                }
                else
                {
                    if (enemies.ContainsKey(id))
                    {
                        if (HP > 0)
                        {
                            enemies [id].GetComponent <Health> ().UpdateHp(HP);
                        }
                        else
                        {
                            enemies [id].GetComponent <Health> ().Die();
                            killedCount    += 1;
                            killedText.text = string.Format("击杀数:{0}", killedCount);
                        }
                    }
                }
            }
            else if (msgname == "UpdateAmmunition")
            {
                int ammunition = (int)jd ["ammunition"];
                ak.UpdateAmmunition(ammunition);
            }
            else if (msgname == "LevelUp")
            {
                int exp          = (int)jd ["EXP"];
                int nextLevelExp = (int)jd ["NextLevelExp"];
                int level        = (int)jd ["Level"];
                int HP           = (int)jd ["HP"];
                ph.UpdateEXP(exp, nextLevelExp, level, HP);
            }
            else if (msgname == "CreateEquipment")
            {
                float x = (float)((double)jd ["X"]);
                float z = (float)((double)jd ["Z"]);
                Instantiate(equipment, new Vector3(x, 1.0f, z), this.transform.rotation);
            }
            else if (msgname == "UpdatePath")
            {
                int id = (int)jd ["id"];
                if (enemies.ContainsKey(id))
                {
                    JsonData path = jd["path"];
                    enemies [id].GetComponent <AI> ().SetPath(path);
                }
            }
        }
    }
示例#20
0
 void Die()
 {
     ph.Die();
 }
 public void deathEnd()
 {
     playerHealth.Die();
 }