public GameObject nextPlayer;// Drag & Drop the prefab with the Ghost script attached to it void OnTriggerEnter(Collider other) { if (other.tag == "Egg") { scoreScript.updateScore(); Destroy(other.gameObject); // Or whatever way you want to remove the coin. if (scoreScript.score == 1) { (Instantiate(FEggPrefab, Spawn.position, Spawn.rotation)).SetTarget(gameObject, 8); } else if (scoreScript.score == 2) { nextPlayer = GameObject.FindGameObjectsWithTag("Player")[1]; (Instantiate(FEggPrefab, Spawn.position, Spawn.rotation)).SetTarget(nextPlayer, 8); } else { nextPlayer = GameObject.FindGameObjectsWithTag("Player")[2]; (Instantiate(FEggPrefab, Spawn.position, Spawn.rotation)).SetTarget(nextPlayer, 8); } } else if (other.tag == "EndPoint") { PlayerPrefs.SetInt("TotalEggs", scoreScript.score + PlayerPrefs.GetInt("TotalEggs")); gameController.CompleteLevel(); } else { } }
void OnTriggerEnter2D(Collider2D col) { if (col.tag == "food") { Tail.Grow(5); StartCoroutine(Tail.Flash()); food.GetComponent <Food>().respawn(); Score.updateScore(50); } else if (col.tag == "Wall") { float rotZ = transform.eulerAngles.z; float rotZWall = col.gameObject.transform.eulerAngles.z; transform.rotation = Quaternion.Euler(0, 0, rotZWall - rotZ); } else if (col.tag == "Wall_2") { float rotZ = transform.eulerAngles.z; transform.rotation = Quaternion.Euler(0, 0, -rotZ); } else { TurnOffRotationMode(); aud = GetComponent <AudioSource>(); aud.Play(); death = true; deathScreen.GetComponent <Image>().CrossFadeAlpha(1, 1, false); } }
private void btnUpdate_Click(object sender, EventArgs e) { //try //{ string ID = this.txtID.Text; string courseID = this.cbbCourse.SelectedValue.ToString(); double scoreValue = Convert.ToDouble(txtScore.Text); string comment = this.txtComment.Text; if (score.updateScore(ID, courseID, scoreValue, comment)) { MessageBox.Show("Student Score Updated", "Update Score", MessageBoxButtons.OK, MessageBoxIcon.Information); } else { MessageBox.Show("Student Score Not Updated", "Update Score", MessageBoxButtons.OK, MessageBoxIcon.Information); } BindingSource bs = new BindingSource(); DataTable dt = StudentProjectController.FillDataSetProject(this.txtID.Text.ToString()).Tables[0]; bs.DataSource = dt; this.dataSearchID.DataSource = bs; //} //catch (Exception ex) //{ // MessageBox.Show(ex.Message, "Update Score", MessageBoxButtons.OK, MessageBoxIcon.Information); //} }
void OnTriggerEnter2D(Collider2D other) { //Checks if the tag of the object colliding with the game object is the destined target. if (other.tag == target) { //If the destined target has the Player tag then call the playerDead function in the gameManager script if (other.tag == "Player") { gameManager.playerDead(); } else { //If the tag is not Player then call the updateScore function in the Score script //Sets the HasShot variable from the PlayerControl script to false to allow the player to shoot again Score.updateScore(); FindObjectOfType <PlayerControl>().HasShot = false; } //Plays the EnemyDeath sound and destroys the target gameObject, spawns the explosion animation at the position the gameObject was destroyed at and then destroys this animation also FindObjectOfType <AudioManager>().Play("EnemyDeath"); Destroy(other.gameObject); GameObject fire = (GameObject)Instantiate(explosion, other.gameObject.transform.position, Quaternion.identity); Destroy(fire, 1.0f); Destroy(gameObject); } }
private void DestroyShip() { GameObject explosionAnimation = Instantiate(explosion, transform.position, Quaternion.identity); Destroy(explosionAnimation, 0.25f); Destroy(gameObject); Score.updateScore(); }
private void OnTriggerEnter2D(Collider2D other) { if (other.gameObject.CompareTag("Player")) { Score.updateScore(); Destroy(gameObject); } }
public void OnCollisionEnter(Collision collision) { if (collision.gameObject.tag == "bullet") { gameObject.SetActive(false); GameObject.Destroy(collision.gameObject); scoreScript.updateScore(10); } }
private void OnCollisionEnter(Collision col) { if (col.gameObject.tag == "bullet") { TeleportRandomly(); GameObject.Destroy(col.gameObject); scoreScript.updateScore(10); } }
void FixedUpdate() { float distanceToPlayer = (player.transform.position - this.transform.position).magnitude; if (distanceToPlayer < distanceToRun) { secondsSinceLastRun = 0; RunAway(); } else { secondsSinceLastRun += Time.deltaTime; // add in the time from the past frame. if (secondsSinceLastRun < restTimeAfterRun) { // we ran away within the past restTimeAfterRun seconds, so we can't run away right now. // do nothing } else { if (!isMovingRandomly) { isMovingRandomly = true; // restart invoking RandomMotion. float startRandomMovementAtTime = Random.Range(0f, 4f); float randomMovementInterval = Random.Range(3f, 6f); InvokeRepeating("RandomMotion", startRandomMovementAtTime, randomMovementInterval); } } } float distanceToHomeCenter = (this.transform.position - home.transform.position).magnitude; if (homeRadius - distanceToHomeCenter > homeRadius / 20) { if (!isHome) { // this is the first and only time we update the score. // after this, we'll update isHome so we won't ever update the score again for the same cat. score.updateScore(); } isHome = true; // if cat is home, it stays home } if (isHome) { // going to manually make the collider act "hollow" by reflecting velocity whenever the cat attempts to leave home. // technically we probably could do this with a mesh collider, but this is easier to reason about for me right now. // source: https://answers.unity.com/questions/1074916/create-hollow-sphere-with-objects-bouncing-around.html // note that changing the velocity with Vector3.Reflect probably requires that the normal vector param be normalized. Not sure why-- it's not documented or noted in the answer anywhere. // Also note that changing velocity directly is discouraged, so ehh.... TODO maybe. if (distanceToHomeCenter > homeRadius) { // cat's attempting to leave! catRigidBody.velocity = Vector3.Reflect(catRigidBody.velocity, (home.transform.position - this.transform.position).normalized); catRigidBody.position = home.transform.position + (this.transform.position - home.transform.position).normalized * homeRadius * 0.999f; } } }
private void OnTriggerEnter2D(Collider2D col) { if (col.tag == target) { Destroy(col.gameObject); Score.updateScore(); Destroy(gameObject); GameObject expl = Instantiate(explosion, col.transform.position, Quaternion.identity); Destroy(expl, 0.3f); } }
public void takeDamage(int dmg) { int x = Random.Range(0, clips.Length); aS.PlayOneShot(clips[x]); health -= dmg; healthSlider.value = health; if (health <= 0) { lossScreen.SetActive(true); Cursor.visible = true; Cursor.lockState = CursorLockMode.None; pC.isPaused = true; sC.updateScore(); } }
void OnTriggerEnter2D(Collider2D other) { if (other.tag == target) { if (other.tag == "Player") { gameManager.playerDead(); } else { Score.updateScore(); } Destroy(other.gameObject); Destroy(gameObject); } }
void OnCollisionEnter2D(Collision2D col) { if (gameObject.tag == "Alien") { Score score = GameObject.Find("score").GetComponent <Score> (); score.updateScore(gameObject); MovementManager mm = GameObject.Find("alienManager").GetComponent <MovementManager> (); mm.increaseGameSpeed(); if (!GameData.gameHuman) { Sensor s = GameObject.Find("autoPlayer").GetComponent <Sensor> (); s.removeFromGrid(gameObject.GetComponent <alienController> ().gridpos); } ExplosionManager e = gameObject.GetComponent <ExplosionManager> (); e.explode(); } if (gameObject.tag == "RedShip") { Score score = GameObject.Find("score").GetComponent <Score> (); score.updateScore(gameObject); if (!GameData.gameHuman) { if (sensor == null) { sensor = GameObject.Find("autoPlayer").GetComponent <Sensor> (); } sensor.setRedShip(null); } } if (gameObject.tag == "FinishLine" && col.gameObject.tag == "Alien") { gm.startGameAuto(); } if (gameObject.tag == "Player") { gm.playerDead(); } if (gameObject.tag != "FinishLine") { Destroy(gameObject); } }
void OnTriggerEnter2D(Collider2D other) { if (other.tag == target) { if (other.tag == "Player") { gameManager.playerDead(); } else { Score.updateScore(); } Destroy(other.gameObject); GameObject fire = (GameObject)Instantiate(explosion, other.gameObject.transform.position, Quaternion.identity); Destroy(fire, 1.0f); Score.updateScore(); Destroy(gameObject); } }
public void updateScore(int update) { Score s = Text.GetComponent <Score>(); s.updateScore(update); }
void OnDestroy() { Score score = GameObject.Find("score").GetComponent <Score> (); score.updateScore(gameObject); }