示例#1
0
 public void TakeDamage()
 {
     if (!isInvincible)
     {
         Light.LightDown();
         isInvincible = true;
         StartCoroutine(Invincibility());
         StartCoroutine(BlinkDamage());
     }
 }
示例#2
0
    void OnTriggerStay2D(Collider2D other)
    {
        if (other.transform.tag == "HideSpace")
        {
            if (Input.GetKey(KeyCode.E))
            {
                playerLight.LightDown();
                //玩家隐藏
                isHide = true;

                //--------UI提示信息
            }
            else
            {
                playerLight.LightUp();
                print("LightUp");
                isHide = false;
            }
        }
    }
示例#3
0
    void playerEnergy()
    {
        float flag = 0;

        if (playDeathTime <= 0)
        {
            playerLight.LightDown();
            foreach (var go in Energy)
            {
                go.SetActive(false);
            }
            StartCoroutine(PlayerDied());
            playDeathTime = 0;
        }

        //Update Energy UI
        flag = 10 - playDeathTime / 10.0f;
        for (int i = Energy.Length - 1; i > Energy.Length - flag; i--)
        {
            Energy[i].SetActive(false);
        }

        if (playDeathTime >= 60)
        {
            enemy.SetSpeed(playerMove.moveSpeed * 1.0f, 0);
            playerLight.HighLevel();
        }
        if (playDeathTime < 60 && playDeathTime >= 20)
        {
            enemy.SetSpeed(playerMove.moveSpeed * 1.5f, 1);
            playerLight.NormalLevel();
        }
        if (playDeathTime < 20)
        {
            enemy.SetSpeed(playerMove.moveSpeed * 2.0f, 2);
            playerLight.LowLevel();
        }
    }