private void OnTriggerEnter2D(Collider2D collision) { if (gameObject.name != "Boss") { PlayerUnit pu = collision.gameObject.GetComponent <PlayerUnit>(); if (pu) { pu.GetComponent <Collider2D>().enabled = false; Debug.Log("Bye" + gameObject.name); pu.Die(vD, vS); } else { PlayerShrink ps = collision.gameObject.GetComponent <PlayerShrink>(); if (ps) { if (lazer) { firstHitTime = Time.time; } else { ps.Die(vD, vS); } } } } }
public override void LaunchAttack() { if (!isLocked) // Means prematurely cancelled { AkSoundEngine.PostEvent("Stop_MortierSeeking", gameObject); Destroy(gameObject); } base.LaunchAttack(); visualProjectile.SetActive(false); attack.transform.position = telegraph.transform.position; Collider2D[] touched = Physics2D.OverlapCircleAll(attack.transform.position, radius / 2f, LayerMask.GetMask("PlayerUnits")); AkSoundEngine.PostEvent("Stop_Mortier", gameObject); foreach (Collider2D col in touched) { PlayerShrink ps = col.GetComponent <PlayerShrink>(); PlayerUnit unit = col.GetComponent <PlayerUnit>(); if (unit == null && ps == null) { continue; } if (ps == null) { unit.Die(); } if (unit == null) { ps.kill(); } } }
private void OnTriggerStay2D(Collider2D collision) { PlayerShrink ps = collision.gameObject.GetComponent <PlayerShrink>(); if (ps) { if (lazer && Time.time > (firstHitTime + (1.0f / (float)dmgPerSecond))) { ps.Die(vD, vS); firstHitTime = Time.time; } } }
private void OnCollisionEnter2D(Collision2D collision) { if (!gameObject.activeInHierarchy) { return; } PlayerUnit unit = collision.gameObject.GetComponent <PlayerUnit>(); PlayerShrink shrink = collision.gameObject.GetComponent <PlayerShrink>(); if (unit || shrink) { ProjectileManager.I.ProjectileDeath(this); } }
private void OnCollisionEnter2D(Collision2D collision) { PlayerUnit pyu = collision.gameObject.GetComponent <PlayerUnit>(); PlayerShrink ps = collision.gameObject.GetComponent <PlayerShrink>(); if (pyu || ps) { if (tutorial) { AkSoundEngine.PostEvent("Stop_Music", gameObject); SceneSwitcher.SwitchScene("PlayScene"); } else { //ScoreManager.nbOfWins++; SceneSwitcher.SwitchScene("Win", 2f, 1f); } } }