void OnCollisionEnter2D(Collision2D col) { if (col.gameObject.tag == "Obstructcle") { //add force too gameObject and delete that item GameObject gObj = col.gameObject; Obstructcle obs = gObj.GetComponent <Obstructcle>(); Vector2 diff = transform.position - gObj.transform.position; diff.y = 0; if (!IsBoost) { if (!IsStruggle) { Damaged(); GameObject hpObj = GameObject.Instantiate(HPNortify) as GameObject; hpObj.SetActive(true); hpObj.transform.position = this.transform.position; hpObj.GetComponent <HPNotification>().DecreaseLife(1); Game4Global.BrokeCombo(); Game4Global.DecreaseLife(); } GetComponent <Rigidbody2D>().velocity = Vector2.zero; GetComponent <Rigidbody2D>().AddForce(diff * 100); } else { GetComponent <Rigidbody2D>().velocity = Vector2.zero; } obs.Bounce(this.transform.position); } }
void OnTriggerEnter2D(Collider2D other) { if (other.tag == "Star") { //GetScoreFromStar GameObject gObj = other.gameObject; StarItemObject star = gObj.GetComponent <StarItemObject>(); if (!star.IsEat) { int score = star.GetScore(); star.Eat(); Game4Global.AddScore(score); Game4Global.AddCombo(); Game4_LvlingStat.AddEXP(); //Eat Star } } if (other.tag == "Booster") { //Boost Speed GameObject gObj = other.gameObject; BoosterItem boost = gObj.GetComponent <BoosterItem>(); if (!boost.IsEat) { Boost(); boost.Eat(); } } }
public void SetGoldStar(float _timer) { lenPosition = this.transform.localPosition.x; IsGold = true; timer = _timer; //set house and choose house to throw this star Game4Global.ForceSpawnHouse(this); StopCoroutine("CountTimer"); StartCoroutine("CountTimer"); }
void OnTriggerEnter2D(Collider2D other) { if (other.tag == "Trash") { Destroy(this.gameObject); if (!IsEat) { Game4Global.BrokeCombo(); } } }
void FixedUpdate() { if (Game4Global.GetGameState() != GameState.GS_PLAY) { return; } //calculate roadSpeed roadSpeed = TurtleCharacter.currentSpeed; roadPosition += roadSpeed / 60.0f; while (roadPosition > roadHeight / 100.0f) { roadPosition -= roadHeight / 100.0f; } roadVector.y = -roadPosition; }
// Update is called once per frame void FixedUpdate() { if (Game4Global.GetGameState() != GameState.GS_PLAY) { return; } //add Velocity if (!IsStruggle) { currentSpeed += maxSpeed / 100.0f; if (!IsBoost) { if (currentSpeed > maxSpeed) { currentSpeed = maxSpeed; } } else { currentSpeed = maxSpeed + Game4Global.pGlobal.BoosterSpeedPlus; } } }
// Use this for initialization void Awake() { pGlobal = this; }