IEnumerator LoadWaitCoroutine() { yield return(new WaitForSeconds(1.0f)); thePlayer = FindObjectOfType <Player_Movement>(); bounds = FindObjectsOfType <Bound>(); theCamera = FindObjectOfType <Main_Camera>(); theFade = FindObjectOfType <FadeManager>(); theMenu = FindObjectOfType <Menu>(); cam = FindObjectOfType <Camera>(); Color color = thePlayer.GetComponent <SpriteRenderer>().color; color.a = 1f; thePlayer.GetComponent <SpriteRenderer>().color = color; theCamera.target = GameObject.Find("Player_Swordman"); theMenu.GetComponent <Canvas>().worldCamera = cam; for (int i = 0; i < bounds.Length; i++) { if (bounds[i].boundName == thePlayer.currentMapName) { bounds[i].SetBound(); break; } } theFade.FadeIn(); }
IEnumerator GameStartCoroutine() { theFade.FadeOut(); yield return(new WaitForSeconds(2f)); Color color = thePlayer.GetComponent <SpriteRenderer>().color; color.a = 1f; thePlayer.GetComponent <SpriteRenderer>().color = color; thePlayer.currentMapName = "Town"; theGM.LoadStart(); SceneManager.LoadScene("Town"); }
// Use this for initialization void Start() { _playerMovement = FindObjectOfType <Player_Movement>(); _transform = GetComponent <Transform>(); _enemyController = GetComponent <Fenrir_Controller>(); _animator = GetComponent <Animator>(); _wallCheck = GetComponentInChildren <Fenrir_WallCheck>(); _rigidBody2D = GetComponent <Rigidbody2D>(); _enemyAttack = GetComponentInChildren <Fenrir_Attack>(); _player = _playerMovement.GetComponent <Transform>(); }
void OnTriggerEnter2D(Collider2D col) { anim.SetTrigger("Enter"); if (col.tag == "Player" && canUse) { player.GetComponent <Rigidbody2D>().velocity = new Vector2(0, 0); col.gameObject.transform.position = doorExit.transform.position; cam.gameObject.transform.position = col.gameObject.transform.position; doorExit.GetComponent <Object_Door>().canUse = false; doorExit.GetComponent <Object_Door>().MoveOutOfDoor(); } }
// Use this for initialization void Start() { _player = FindObjectOfType <Player_Movement>(); _playerBoxCollider = _player.GetComponent <BoxCollider2D>(); _playerCircleCollider = _player.GetComponentInChildren <CircleCollider2D>(); _boxCollider = GetComponent <BoxCollider2D>(); _circleCollider = GetComponentInChildren <CircleCollider2D>(); Physics2D.IgnoreCollision(_boxCollider, _playerBoxCollider, true); Physics2D.IgnoreCollision(_boxCollider, _playerCircleCollider, true); Physics2D.IgnoreCollision(_circleCollider, _playerBoxCollider, true); Physics2D.IgnoreCollision(_circleCollider, _playerCircleCollider, true); }
public void AttackMotion() { if (player != null) { Collider2D[] hitPlayer = Physics2D.OverlapCircleAll(attackPoint.position, attackRange, PlayerLayer); foreach (Collider2D player in hitPlayer) { player.GetComponent <Player_Movement>().TakeDamage(attackDmg); } } }
private void OnDestroy() { pMove.OnHitGround -= ResetView; pMove.GetComponent <Player_Abilities>().OnButtonPush -= TogglePan; }
private void Awake() { pMove = GetComponentInParent <Player_Movement>(); pMove.OnHitGround += ResetView; pMove.GetComponent <Player_Abilities>().OnButtonPush += TogglePan; }
void OnCollisionEnter(Collision collision) { if (collision.gameObject.CompareTag("Breakable") && isJumped && enemy_Rb_Velocity < 0) { isBreakableEnemyTouch = true; blaa = true; if (blaa) { StartCoroutine("Blaa"); } collision.gameObject.GetComponent <Collider>().enabled = false; enemy_Rigidbody.velocity = Vector3.down * enemyExtraForce_Down * Time.deltaTime; //collision.gameObject.GetComponentInChildren<Rigidbody>().isKinematic = false; //collision.gameObject.SetActive(false); print("Breakable"); // DestroyImmediate(collision.gameObject.transform); } else if (collision.gameObject.CompareTag("Breakable") && isJumped && enemy_Rb_Velocity > 0) { isBreakableEnemyTouch = true; enemy_Rigidbody.velocity = Vector3.up * enemyExtraForce_Up * Time.deltaTime; collision.gameObject.GetComponent <Collider>().enabled = false; // collision.gameObject.SetActive(false); blaa = true; if (blaa) { StartCoroutine("Blaa"); } print("Breakable"); // DestroyImmediate(collision.gameObject.transform); } if (collision.gameObject.CompareTag("Normal_Tile")) { isJumped = false; GetComponent <Animator>().SetBool("IsJump", false); } if (collision.gameObject.CompareTag("PowerUp")) { enemy_Speed = 6; StartCoroutine("PowerUp_CountDown"); StartCoroutine("PowerUpCollider", collision.gameObject); } if (collision.gameObject.CompareTag("Finish")) { // enemycamera.gameObject.SetActive(true); canvas.SetActive(false); gameOverUI.SetActive(true); enemyBreak = true; player_Movement.isPlayerWon = true; collision.gameObject.SetActive(false); GetComponent <Animator>().SetTrigger("Won"); player_Movement.GetComponent <Animator>().SetTrigger("IsLost"); } if (collision.gameObject.CompareTag("Obstacle") || collision.gameObject.CompareTag("HammerObstacle") || collision.gameObject.CompareTag("SideScrollingObstacle")) { isEnemyWon = true; enemyBreak = true; isDead = true; // enemy_Rigidbody.isKinematic = true; enemyAnimator.SetTrigger("IsLost"); enemy_Rigidbody.velocity = (new Vector3(enemy_Rigidbody.velocity.x, enemy_Rigidbody.velocity.y, -10)); StartCoroutine("EnemyDeathCoroutine"); } if (collision.gameObject.CompareTag("Fuel")) { enemyJetpackFuel = 1; collision.gameObject.GetComponent <Animator>().SetTrigger("Fuel"); StartCoroutine("PowerUpCollider", collision.gameObject); } }