private void Update() { if (dying) { timeSinceDeath += Time.deltaTime; if (timeSinceDeath > deathDelay) { dying = false; respawn.RespawnAtCheckpoint(); } } }
void OnCollisionEnter(Collision collision) { GameObject gameObject = collision.collider.gameObject; // Enemy has hit the Player with a sword if (gameObject.name == "EnemySword" && tag == "Player") { enemyKills++; sfx.playSwordClash1(); Handheld.Vibrate(); //logger.LogPlayerDeath(transform.position, "Enemy", enemyKills, GameObject.Find("Game").GetComponent<AssignController>().controllerNum); foreach (ContactPoint contact in collision.contacts) { Instantiate(sparks, contact.point, sparks.transform.rotation); } GameObject enemy = GameObject.Find("Enemy"); enemy.GetComponent <EnemyScript>().backOff = true; respawn.RespawnAtCheckpoint(collision.collider); } // Player has hit the Enemy with a sword if (gameObject.name == "PlayerSword" && tag == "Enemy") { GameObject player = GameObject.Find("Player"); if (player.GetComponent <Movement>().attack) { playerKills++; sfx.playSwordClash2(); logger.LogPlayerKill(player.transform.position, GameObject.Find("Game").GetComponent <AssignController>().controllerNum); foreach (ContactPoint contact in collision.contacts) { Instantiate(sparks, contact.point, sparks.transform.rotation); } GameObject enemy = GameObject.Find("Enemy"); Destroy(enemy); } } }
void OnTriggerEnter(Collider collider) { if (collider.gameObject.CompareTag("Trap") && !respawn.respawnRequest) { deathCount++; //Debug.Log("IsGrounded - OnTriggerEnter() TRAP!: " + collider.gameObject.name); respawn.RespawnAtCheckpoint(collider); } if (collider.gameObject.CompareTag("Ground")) { //Debug.Log("IsGrounded - OnTriggerEnter(): " + collider.gameObject.name); isGrounded.increaseGroundCollisions(); } if (collider.gameObject.CompareTag("Key")) { hud.GetComponent <TextMeshProUGUI>().text = "Keys: " + (++keys).ToString() + " / 3"; //Debug.Log("IsGrounded - OnTriggerEnter() KEY!: " + collider.gameObject.name); GameObject.Find("FireI" + (progress.playthrough).ToString()).GetComponent <ParticleSystem>().Play(); Destroy(collider.gameObject); logger.LogPlayerGK(player.transform.position, GameObject.Find("Game").GetComponent <AssignController>().controllerNum); sfx.playKeySound(); if (progress.playthrough < 3) { respawn.RespawnAtBeginning(); } if (respawn.newPlaythrough && progress.playthrough < 3) { progress.PlayerGotKey(); } } }