Commit d87c20d0 by Alisa Jung
parents 3e3ecca3 0d094b57
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......@@ -52,6 +52,8 @@ public class PlayerControl : MonoBehaviour
public int playerNumber = 1; //gibt an, ob es sich um player one, player two, etc. handelt. sollte nicht 0 sein;
public PlayerInputMapping inputMapping;
public Animator dashAnimator;
void Start()
{
body2D = GetComponent<Rigidbody2D>();
......@@ -75,6 +77,9 @@ public class PlayerControl : MonoBehaviour
other.setPushSpeed(currentDashDirection * pushForce);
lastDashStart = Time.time - dashCompletionTime;
currentDashCoolDown = dashCollisionCoolDown;
//dash effect:
dashAnimator.SetTrigger("play");
}
private void setPushSpeed(Vector2 pushSpeed)
......@@ -113,10 +118,15 @@ public class PlayerControl : MonoBehaviour
velocity = body2D.velocity;
if (inputMapping.isRightPressed())
{
if (transform.localScale.x > 0f)
transform.localScale = new Vector3(-transform.localScale.x, transform.localScale.y, transform.localScale.z);
velocity.x = runSpeed;
}
else if (inputMapping.isLeftPressed())
{
if (transform.localScale.x < 0f)
transform.localScale = new Vector3(-transform.localScale.x, transform.localScale.y, transform.localScale.z);
velocity.x = -runSpeed;
}
......
......@@ -15,7 +15,15 @@ public class PlayerHealth : MonoBehaviour {
public void init(int playerNumber)
{
string healthbarName = "HealthBar" + playerNumber;
Debug.Log(healthbarName);
string healthbarParentName = "HealthBarParent" + playerNumber; //wichtig um healthbars von nicht vorhandenen spielern auszublenden
GameObject healthbarParent = GameObject.Find(healthbarParentName);
//activate all children, which are disabled by default:
foreach (Transform child in healthbarParent.transform)
{
child.gameObject.SetActive(true);
}
healthbar = GameObject.Find(healthbarName).GetComponent<Scrollbar>();
if (name.EndsWith("(Clone)"))
......@@ -31,6 +39,7 @@ public class PlayerHealth : MonoBehaviour {
Debug.Log("Player " + name + " dead.");
alive = false;
((GameStateTracker) Object.FindObjectOfType(typeof(GameStateTracker))).playerDied(name);
healthbar.gameObject.SetActive(false); //hide healthbar
Destroy(gameObject);
}
}
......
using UnityEngine;
using System.Collections;
public class Trap : MonoBehaviour {
public class Trap : MonoBehaviour
{
public int damagePoints = 10;
public float respawnTime = 5.0f;
public int damagePoints = 10;
public float respawnTime = 5.0f;
// used to store the position while the trap is deactivated
private Vector2 realPosition;
// used to store the position while the trap is deactivated
private Vector2 realPosition;
void OnTriggerEnter2D(Collider2D other)
{
if (other.tag == "Player")
{
other.GetComponent<PlayerHealth>().changeHealthBy(-damagePoints);
public GameObject hitEffectPrefab;
private Animator hitEffect;
destroyTrap();
}
}
void Start()
{
hitEffect = (GameObject.Instantiate(hitEffectPrefab, transform.position, transform.rotation) as GameObject).GetComponent<Animator>();
}
public void destroyTrap()
void OnTriggerEnter2D(Collider2D other)
{
if (other.tag == "Player")
{
realPosition = transform.position;
transform.position = new Vector2(100, 100);
Invoke("Activate", respawnTime);
other.GetComponent<PlayerHealth>().changeHealthBy(-damagePoints);
hitEffect.SetTrigger("play"); //play animation.
destroyTrap();
}
}
void Activate()
{
transform.position = realPosition;
}
public void destroyTrap()
{
realPosition = transform.position;
transform.position = new Vector2(100, 100);
Invoke("Activate", respawnTime);
}
void Activate()
{
transform.position = realPosition;
}
}
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