private void Melee() { refAnimator.SetTrigger("Sneeze"); refAudioManager.PlaySound(inhale.clip, inhale.volume, true); Invoke("MeleeSpawn", timeUntilAttack); }
private void Pounce() { pounced = true; // start ignoring collision with ground Physics2D.IgnoreLayerCollision(gameObject.layer, 8); // reactivate gravity rb.gravityScale = 1.0f; // make the enemy invicible refEnemy.immuneToArrows = true; refEnemy.immuneToHammer = true; // play jump sound refAudioManager.PlaySound(pounceSound.clip, pounceSound.volume, 0.5f); refAnimator.SetTrigger("Pounce"); if (facingRight) { rb.velocity = new Vector2(pounceVector.x * -1, pounceVector.y); // play particles pouncePartsLeft.Play(); } else { rb.velocity = new Vector2(pounceVector.x, pounceVector.y); // play particles pouncePartsRight.Play(); } }
private void Death() { // drop something from the list of drops if (drops.Length != 0) { refAudioManager.PlaySound(death.clip, death.volume); Instantiate(drops[Random.Range(0, drops.Length)], transform.position, Quaternion.identity); } if (spawnOnDeath != null) { Instantiate(spawnOnDeath, transform.position, Quaternion.identity); } Destroy(gameObject); }
// tells all objects to panic or stop panicing public void Panic(bool state) { Debug.Log("BROADCAST - setting panic state to " + state); fadeAway = state; //player.GetComponent<PlayerMovementNew>().Panic(state); for (int i = 0; i < enemies.Length; i++) { enemies [i].GetComponent <Enemy>().Panic(state); } MusicManager.Panic(state); if (state == true) { FXManager.PlaySound(awaken, 1.0f); } if (state == false && panicMode == true) { DestroyAllWebs(); } panicMode = state; }
private IEnumerator FireProjectiles() { // don't shoot if we're dead // only shoot if we're in range or the player is above us while (refEnemy.isDead == false) { if (transform.position.y - refPlayer.transform.position.y <= detectionDistance || transform.position.y < refPlayer.transform.position.y) { // fire the projectile and move it GameObject tmp = Instantiate(eggplantPrefab, transform.position, transform.rotation); // play a sound refAudioManager.PlaySound(fire.clip, fire.volume, true); // flip the direction of the projectile depending on the direction you're facing if (facingRight == true) { tmp.GetComponent <Rigidbody2D>().AddForce(force); } else { tmp.GetComponent <Rigidbody2D>().AddForce(new Vector2(force.x * -1, force.y)); } } yield return(new WaitForSeconds(fireRate)); } }
void OnTriggerEnter2D(Collider2D other) { if (other.CompareTag("Player")) { // but not that Panic... refAudioManager.PlaySound(panic.clip, panic.volume, true); refEnemyReaper.Panic(); } }
private void PopOut() { // change position Reposition(new Vector2(0, 0.5f)); // do animation refAnimator.SetTrigger("Shooting"); // make vulnerable refEnemy.immuneToArrows = false; refEnemy.immuneToHammer = false; refCollider.enabled = true; // play sound refAudioManager.PlaySound(soundPopOut.clip, soundPopOut.volume, true); Invoke("ActuallyShoot", timeStartup); }
private IEnumerator ReaperCry() { // as long as we're panicking, play the cry sound while (isPanicked == true) { refAudioManager.PlaySound(cry.clip, cry.volume, true); yield return(new WaitForSeconds(cryInterval)); } }
private IEnumerator PlayFlightSound() { while (refEnemy.isDead == false) { if (isChasing == true) { refAudioManager.PlaySound(flight.clip, flight.volume, true); } yield return(new WaitForSeconds(flightSoundInterval)); } }
private void DoRandomEffect() { int tmp = Random.Range(0, 4); switch (tmp) { case 0: { goddessText.text = "The next item you purchase in the\nshop will be half off..."; refPlayerCollision.sale = 2; break; } case 1: { goddessText.text = "Health restoration for 10 seconds..."; refPlayerCollision.SetConstantHealthRegen(true, 10); break; } case 2: { goddessText.text = "I've sent the Orne down " + wardMeters + "m\nfor you, Pit..."; EnemyOrne tmpOrne = GameObject.FindObjectOfType <EnemyOrne>(); tmpOrne.SendBack(wardMeters); break; } case 3: { goddessText.text = "Komaytos are attacking!\nOnly your hammer can defeat them!"; Instantiate(komaytoPrefab, Vector2.zero, transform.rotation); refAudioManager.PlaySound(komaytoSound.clip, komaytoSound.volume); break; } default: { goddessText.text = "Sorry Pit, the goddess screwed up her switch statement somehow."; break; } } Invoke("FadeOut", destroyAfterTime - 1.5f); Invoke("Dest", destroyAfterTime); }
void Update() { if (currentHealth <= 0 && isDead == false) { isDead = true; refAudioManager.PlaySound(death.clip, death.volume, 1.5f); refPlayerShoot.hasCenturion = false; } if (isDead == false) { FlipSprite(); UpdatePosition(); Shooting(); } else { sr.flipY = true; rb.velocity = Vector2.down * arrowProjectileSpeed; Invoke("Dest", 2.0f); } }
public void PlayJump() { refAudioManager.PlaySound(jump.clip, jump.volume, true); }
public void PlayCollectAll() { refAudioManager.PlaySound(collectAll, false); }