void OnTriggerEnter2D(Collider2D other) { if (other.CompareTag("parableProjectile")) { print("Parried!"); _feedback.GetComponent <Feedback>().CreateImage("ParryPass", other.gameObject.transform.position); _feedback.GetComponent <Feedback>().CreateAudio("Pass"); //this.GetComponent<PlayerController>().mana += 10; gameObject.GetComponentInParent <PlayerController>().mana += 5; Debug.Log("Y IS THE HEALTH 85 IN THERE" + _bh.health); //_bh.health -= 3; print(_bh.health); PlayerPrefs.SetFloat("something", _bh.health); //_bh.health -= 3; //print(_bh.health); // Add base 300 score playerScore.AddScore(300.0f); // Per successful hit, increase multiplier // Like uhh, combo.. bonus? playerScore.AddMultiplier(0.1f); //other.gameObject.SetActive(false); if (other.transform.parent) { Destroy(other.gameObject.transform.parent.gameObject); } Destroy(other.gameObject); } }
// Update is called once per frame void Update() { updateHealth(); if (touchedGround) { doubleJump = false; animator.SetInteger("States", 3); currentPosition = transform.position; } if (invincible2 == true) { invinciblelifetime += Time.deltaTime; } if (invinciblelifetime >= 5.0f) { Debug.Log("INVINCIBILITY GONE"); invincible2 = false; invinciblelifetime = 0; } // For Dictionary if (Input.GetKeyDown(KeyCode.Q)) { _keys[1] = 3.0f; } if (Input.GetKeyDown(KeyCode.W)) { _keys[2] = 3.0f; } if (Input.GetKeyDown(KeyCode.E)) { _keys[3] = 3.0f; } if (Input.GetKeyDown(KeyCode.R)) { _keys[4] = 3.0f; } //Crouch animation if (Input.GetKeyDown(KeyCode.DownArrow)) { //screenShake.ShakeCamera(1.0f, 0.3f, 0.95f); //screenShake.ShakeCamera(); downbtn = true; } //Crouch animation if (Input.GetKey(KeyCode.DownArrow)) { downbtn = true; if (downbtn) { animator.SetInteger("States", 5); } } else { downbtn = false; animator.SetInteger("States", 3); } //change animation to idle state if (Input.GetKeyUp(KeyCode.LeftArrow) || Input.GetKeyUp(KeyCode.RightArrow)) { animator.SetInteger("States", 3); } manaBar.transform.localScale = new Vector3(mana / totalMana, 1, 1); Movement(); Jump(); ParryAttack(); UpdateKeys(); // MANA DRAIN if (!_crescendo) { if (mana > 0) { mana -= 0.01f; } } else { if (mana > 0) { mana -= 5.0f; } else { mana = -50.0f; _crescendo = false; } } // cause like... its actually a sound/music bar thing // and uhh.. sound energy is lost to surrounding, amirite? // I'm not a scientist. This is a game. if (mana >= 100 && !_crescendo) { mana = totalMana; //mana = 0; _crescendo = true; // Add base 5000 score playerScore.AddScore(5000.0f); // Increase multiplier by 0.5f playerScore.AddMultiplier(0.5f); // True, trigger drop state, trigger QTE // Clear all projectiles on screen } if (dashCountdown == 0) { regainDash += Time.deltaTime; invincible = false; } if (regainDash >= 2) { dashCountdown = 5; regainDash = 0; } //Player Fall off screen,takes dmg, Reset back to previous position lastPosition = currentPosition; if (!touchedGround && transform.position.y <= -5) { transform.position = lastPosition; takeDamage(3); } removeAllProjectile(); //blankText.text = " : " + currBlank + " / " + maxBlanks; //ForHighScoreTesting if (Input.GetKey(KeyCode.PageDown)) { takeDamage(50); } //if (Input.GetKey(KeyCode.End)) // playerScore.ClearAllScores(); }