private void OnTriggerEnter2D(Collider2D target) { Destroy(target.gameObject); if (target.tag == "leisure block") { SoundManagerScript.PlaySound("impact"); Destroy(target.gameObject); } else if (target.tag == "Player") { Destroy(target.gameObject); Score.won = false; SceneManager.LoadScene("gameovermenu"); } }
private void OnCollisionEnter2D(Collision2D col) { if (col.gameObject.tag.Equals("Bullet")) { ScoreScript.scoreValue += 10; SoundManagerScript.PlaySound("enemyDeath"); Instantiate(blood, transform.position, Quaternion.identity); Destroy(col.gameObject); Destroy(gameObject); int powerUp = (Random.Range(0, 20)); if (powerUp == 7) { SpawnPowerUp(); } } }
void OnTriggerEnter2D(Collider2D collider) { if (collider.gameObject.GetComponent <Rigidbody2D>().velocity.y <= -3 && isActive) { //odraz od příšery a její zabití collider.gameObject.GetComponent <Rigidbody2D>().AddForce(Vector3.up * 900f); this.GetComponent <SpriteRenderer>().sprite = MonsterDead; var defPostion = transform.position.y; isActive = false; } else if (collider.name.StartsWith("player") && isActive) { SceneManager.LoadScene("GameOver"); SoundManagerScript.PlaySound("gameOver"); } }
private IEnumerator Die() { anim.Play("Die"); gameObject.layer = 14; // switch to "ImmuneBoss" layer GetComponent <Rigidbody2D>().velocity = Vector3.zero; go = false; yield return(new WaitForSeconds(1f)); if (!dead) { SoundManagerScript.PlaySound("puff"); dead = true; } Instantiate(smoke, new Vector3(transform.position.x, transform.position.y + 1, 0), Quaternion.identity); Destroy(gameObject); }
void Update() { TimeSpan spanTime = TimeSpan.FromSeconds(startingTime); if (spanTime.TotalSeconds <= 6) { SoundManagerScript.PlaySound("Alarm"); countdownText.color = Color.red; } if (spanTime.TotalSeconds <= 0) { currentTime = 0; SceneManager.LoadScene(2); } }
void BotArrow() { SoundManagerScript.PlaySound("click_sound"); NextGrid.transform.localPosition += new Vector3(0, 0, -4); UpdateRayPosition(NextGridLimit); if (NextGrid.transform.localPosition.z <= NextGridLimit.BotLimit) { BotArrowCurrent.SetActive(false); } if (!TopArrowCurrent.activeSelf) { TopArrowCurrent.SetActive(true); } }
private void CheckBounds() { if (transform.position.y < verticalBoundary) { enemyManager.ReturnEnemy(gameObject); if (livesRef.lives > 0) { livesRef.lives--; SoundManagerScript.PlaySound("loseLife"); } else { SceneManager.LoadScene("End"); } } }
void Die() { diePanel.SetActive(true); vita.SetActive(false); SoundManagerScript.PlaySound("death"); GlobalVariables.highscoreBool = false; //non so perchè ma per far si che venga fuori il DiePanel devo per forza metterci questo IF //se non lo metto schifa quel pannello perchè è uno stronzo if (diePanel.activeSelf) { gameObject.SetActive(false); dead = true; } }
public void ReduceHealth(GameObject enemy) { if (mirrorDamage) { enemy.GetComponent <EnemyController>().health -= gameObject.GetComponent <PlayerAttack>().damage; } else { if (!dead) { health -= 1; SoundManagerScript.PlaySound("PlayerHurtSound"); Debug.Log("The character has taken damage! His health is now " + health); } } }
private void CreateEnemy() { SoundManagerScript.PlaySound("enemyAppearance"); endOfGameMenu.SetActive(true); Time.timeScale = 0f; Cursor.lockState = CursorLockMode.None; Cursor.visible = true; var transformOfCurrentGameObject = controller.transform; var enemyRotation = transformOfCurrentGameObject.rotation.eulerAngles + new Vector3(0, 180, 0); var enemyGameObject = Instantiate(enemy, transform.position + distanceBetweenPlayer * transformOfCurrentGameObject.forward - new Vector3(0, transformOfCurrentGameObject.localScale.y, 0), Quaternion.Euler(enemyRotation)); enemyGameObject.transform.localScale = scaleOfEnemy; }
public override void receiveDmg(float dmg) { hp -= dmg; healthBar.SetHealth((int)hp); sr.material = matRed; SoundManagerScript.PlaySound("playerHurtSound"); if (hp <= 0) { gameController.GetComponent <GameController>().GameOver(); Destroy(gameObject); } else { Invoke("ResetMaterial", .1f); } }
IEnumerator PortalTransitionRoutine(GameObject character) { SoundManagerScript.PlaySound(SoundManagerScript.Sound.portal); yield return(new WaitForSeconds(0.75f)); character.SetActive(false); character.transform.position = ObjectHandler.Instance.tiles[45].transform.position; character.GetComponent <Character>().SetCurrentTile(45); yield return(new WaitForSeconds(1.0f)); character.SetActive(true); yield return(new WaitForSeconds(0.75f)); character.GetComponent <Character>().StackCharacterOnTileAndAttack(); GameManager.Instance.EndTurn(1.0f); }
public void TakeDamage(float damage) { if (anim.GetCurrentAnimatorStateInfo(0).IsTag("Crouch") == false) { health -= damage; if (null != anim) { SoundManagerScript.PlaySound("playerHit"); anim.Play("Mushmom_Hit"); } } if (health <= 0) { Die(); } }
public void Move(float move, bool jump) { //only control the player if grounded or airControl is turned on if ((m_Grounded || m_AirControl) && knockBackCount <= 0) { // Move the character by finding the target velocity Vector3 targetVelocity = new Vector2(move * 10f, m_Rigidbody2D.velocity.y); // And then smoothing it out and applying it to the character m_Rigidbody2D.velocity = Vector3.SmoothDamp(m_Rigidbody2D.velocity, targetVelocity, ref m_Velocity, m_MovementSmoothing); // If the input is moving the player right and the player is facing left... if (move > 0 && !m_FacingRight) { // ... flip the player. Flip(); } // Otherwise if the input is moving the player left and the player is facing right... else if (move < 0 && m_FacingRight) { // ... flip the player. Flip(); } } else { // If player was knocked back if (knockBackFromRight) { m_Rigidbody2D.velocity = new Vector2(-knockBack, knockBack); } else { m_Rigidbody2D.velocity = new Vector2(knockBack, knockBack); } knockBackCount -= Time.deltaTime; } // If the player should jump... if (m_Grounded && jump) { // Play jump sound SoundManagerScript.PlaySound("Jump"); // Add a vertical force to the player. m_Grounded = false; m_Rigidbody2D.AddForce(new Vector2(0f, m_JumpForce)); } }
private void DoubleJump(Vector3 wishDir) { if (canDJump) { SoundManagerScript.PlaySound("djump"); float tempJumpForce = jumpForce; //Calculate upwards float upSpeed = rb.velocity.y; if (upSpeed < 0) { upSpeed = 0; } else if (upSpeed < dJumpBaseSpd) { upSpeed = dJumpBaseSpd; tempJumpForce = 0; } //Calculate sideways Vector3 jumpVector = Vector3.zero; Vector2 force = Vector2.zero; wishDir = wishDir.normalized; Vector3 spid = new Vector3(rb.velocity.x, 0, rb.velocity.z); if (spid.magnitude < airTargetSpeed) { jumpVector = wishDir * dashForce; jumpVector -= spid; } else if (Vector3.Dot(spid.normalized, wishDir) > -0.4f) { jumpVector = wishDir * dashForce; force = ClampedAdditionVector(new Vector2(rb.velocity.x, rb.velocity.z), new Vector2(jumpVector.x, jumpVector.z)); jumpVector.x = force.x; jumpVector.z = force.y; } else { jumpVector = wishDir * spid.magnitude; } //Apply Jump jumpVector.y = tempJumpForce; rb.velocity = new Vector3(rb.velocity.x, upSpeed, rb.velocity.z); rb.AddForce(jumpVector, ForceMode.Impulse); canDJump = false; } }
private void Spit() { Vector2 direction; spitTimer += Time.deltaTime; if (spitTimer >= spitInterval) { direction = player.transform.position - transform.position; direction.Normalize(); SoundManagerScript.PlaySound("ThrowWBC"); Instantiate(spit, spitPoint.transform.position, spitPoint.transform.rotation); spitTimer = 0; } }
IEnumerator Pickup(Collider player) { stats = player.GetComponent <PlayerMovement>(); if (isBoosted == false) { isBoosted = true; SoundManagerScript.PlaySound("PowerUp"); stats.speed *= multiplier; StartCoroutine(FromTo(60f, 75f, 0.2f, false)); yield return(new WaitForSeconds(duration)); isBoosted = false; SoundManagerScript.PlaySound("PowerDown"); StartCoroutine(FromTo(stats.speed, stats.speed / multiplier, 0.7f, true)); StartCoroutine(FromTo(75f, 60f, 0.7f, false)); } }
/** * Checks for each objective in the objectives array to see if the player has come within 1 unit of that object, * signifying that the player has collected or completed that object. The objective's hasCompleted boolean will * be set to true. */ void CheckObjectives() { Transform player = GameObject.FindGameObjectWithTag("Player").GetComponent <Transform>(); foreach (Objective o in objectives) { if (Vector2.Distance(o.objective.transform.position, player.position) < 1) { o.hasCompleted = true; if (o.objective.activeSelf) { SoundManagerScript.PlaySound("money"); } o.objective.SetActive(false); } } }
public void ability() // cd: 10f { if (!cooldowns[1]) { SoundManagerScript.PlaySound("Skill"); RaycastHit2D[] ultHits = Physics2D.CircleCastAll(wielder.position, 4.0f, Vector2.zero); foreach (RaycastHit2D hit in ultHits) { if (hit.transform.CompareTag("Enemy")) { hit.transform.GetComponent <Enemy>().takeDamage(damage + 2); } } SpawnAndDestroy(hitbox, 0.25f); StartCoroutine(FadeTo(1, 10, 1, cooldownImageAbility)); } }
private void Update() { // Debug.Log(Health); HealthBar.SetHealth(Health); if (Health <= 0) { LostLevel.SetActive(true); Time.timeScale = 0f; Health = 100; SoundManagerScript.PlaySound("stinger_lose"); //animator.SetTrigger("Death"); //DestroyGameObject(); return; } //white dizzzy logic }
IEnumerator coroutineA() { int i = 3; while (i >= 1) { cont.text = i.ToString(); i--; yield return(new WaitForSeconds(1.0f)); } cont.fontSize = 900; cont.text = "GOO!!"; SoundManagerScript.PlaySound("go"); yield return(new WaitForSeconds(1.0f)); cont.enabled = false; }
/// <summary> /// Méthode permettant de diminuer ou d'augmenter les points de vie du Personnage /// </summary> /// <param name="dmg">nb de points de vie a ajouter (valeur négative pour enlever)</param> /// /// <returns> true si tué sinon false</returns> public bool takeDamageHeal(int dmg) { health += dmg; if (health <= 0) { health = 0; healthMax = 0; for (int k = 0; k < hand.Count; k++) { GameObject.Find("GameManager").GetComponent <GameManager>().Disc(hand[k]); } hand.Clear(); List <GameObject> Personnages = GameObject.Find("GameManager").GetComponent <GameManager>().Personnages; for (int i = 0; i < Personnages.Count; i++) { if (Personnages[i].GetComponent <ThisPersonnage>().GetPersonnage().GetHealth() == 0) { if (Personnages[i].GetComponent <ThisPersonnage>().GetPersonnage().GetRole() == "Sheriff") { GameObject.Find("GameManager").GetComponent <GameManager>().nbSheriff--; Debug.Log(GameObject.Find("GameManager").GetComponent <GameManager>().nbSheriff); } else if (Personnages[i].GetComponent <ThisPersonnage>().GetPersonnage().GetRole() == "Hors La Loi") { GameObject.Find("GameManager").GetComponent <GameManager>().nbHorsLaLoi--; Debug.Log(GameObject.Find("GameManager").GetComponent <GameManager>().nbHorsLaLoi); } Personnages.RemoveAt(i); } } } if (health > healthMax) { health = healthMax; } if (health == 0 && !isDead) { isDead = true; SoundManagerScript.PlaySound("Oof"); } return(isDead); }
private void OnTriggerEnter2D(Collider2D collision) { if (collision.gameObject.CompareTag("Player")) { if (LivesUI.lives >= 10) { ; } else { LivesUI.lives += 5; SoundManagerScript.PlaySound("HealthUp"); //SpawnPowerup(); Destroy(this.gameObject); } } }
private void Atack() { if (atackCD > 0) { return; } atackCD = 1.2f; PerformAction("Atack"); foreach (var enemy in FindObjectsOfType <Enemigo>()) { if (Vector3.Distance(transform.position, enemy.transform.position) <= 2) { enemy.getHit(stats.GetAtack()); SoundManagerScript.PlaySound("SwordAttack"); } } }
public void OnCollisionEnter2D(Collision2D collision) { if (collision.gameObject.tag == "Player") { SoundManagerScript.PlaySound("SFX/GetHit"); HealthScript.health -= 10f; //isDead = true; } if (collision.gameObject.tag == "Bullet") { bossHealth -= 10; // if (bossHealth <= 0) //{ // boss1IsDead = true; //} } }
private void Reset() { Vector3 playerPosition = GameObject.FindGameObjectWithTag("Player").transform.position; transform.position = playerPosition + new Vector3(0, 0.5f, 0); float dirX = Random.Range(-5.0f, 5.0f); float dirY = Random.Range(2.0f, 5.0f); direcao = new Vector3(dirX, dirY).normalized; gm.vidas--; SoundManagerScript.PlaySound("death"); if (gm.vidas < 0) { gm.ChangeState(GameManager.GameState.ENDGAME); } }
//Unity calls this function when our pickup touches any other object //If the player touches the pickup object, it will disappear and the player's score will go up private void OnCollisionEnter2D(Collision2D collision) { //Check if the thing we touched was the Player Player playerScript = collision.collider.GetComponent <Player>(); //If the thing we touched has the player script, that means it IS the player, so.... if (playerScript) { //We hit the player! SoundManagerScript.PlaySound("coinSound"); //Add to the score based on our value scoreObject.AddScore(timepieceValue); //Destroy the gameObject that this script is attached to (the coin) Destroy(gameObject); } }
private void ActivateAssistant() { AssistantHelp ah = GameObject.Find("MainGameLogic").GetComponent <AssistantHelp>(); if (!ah.activated) { DisplayMessageOnScreen("Assistente Monetario Ativado"); ah.activated = true; SoundManagerScript.PlaySound("happy"); } else { DisplayMessageOnScreen("Assistente Monetario Desactivado"); ah.activated = false; SoundManagerScript.PlaySound("sad"); } }
void OnTriggerEnter2D(Collider2D hitInfo) { if (hitInfo.CompareTag("Enemy")) { SoundManagerScript.PlaySound("ShotFired1"); Enemy target = hitInfo.GetComponent <Enemy>(); target.TakeDamage(damage); Instantiate(impactEffect, transform.position, transform.rotation); Destroy(gameObject); } else if (!hitInfo.CompareTag("Range")) { Instantiate(impactEffect, transform.position, transform.rotation); Destroy(gameObject); } }
void OnTriggerEnter2D(Collider2D other) { if (other.tag == "FallDetector") { gameLevelManager.Respawn(); } if (other.tag == "Checkpoint") { respawnPoint = other.transform.position; } if (other.tag == "ArenaTriggers") { if (movingToRight) { fixMove = true; rigidBody.velocity = new Vector2((movement * speed) / -1, rigidBody.velocity.y); } else if (movingToLeft) { fixMove = true; rigidBody.velocity = new Vector2((movement * speed) / -1, rigidBody.velocity.y); } } if (other.gameObject.tag == "Coin") { money++; SoundManagerScript.PlaySound("coin"); } if (other.gameObject.tag == "Characters") { isNearCharacter = true; } if (other.gameObject.name == "Goofy") { isNearGoofy = true; } if (other.gameObject.name == "Motor_oil") { SoundManagerScript.PlaySound("questitem"); hasMotorOil = true; } if (other.gameObject.name == "Bus_Stop") { nearBusStop = true; } }