Death added
This commit is contained in:
parent
3ccc7a24b8
commit
5b9d219464
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@ -6,7 +6,6 @@ namespace AI
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[RequireComponent(typeof(Rigidbody2D))]
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public class Projectile : MonoBehaviour, IPausable
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{
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[SerializeField] protected float damageOnContact = 50f;
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private Rigidbody2D _rigidbody = null;
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private void Awake()
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private void OnCollisionEnter2D(Collision2D other)
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{
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ProjectilePool.Instance.Return(this);
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if (other.transform.CompareTag("Player"))
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other.gameObject.GetComponent<Player.Death>().Die();
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}
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public bool IsPaused { get; protected set; } = false;
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@ -0,0 +1,19 @@
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using Level;
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using UnityEngine;
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namespace Player
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{
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public class Death : MonoBehaviour
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{
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private AudioSource audioSource = null;
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private void Start() => audioSource = GetComponent<AudioSource>();
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public void Die()
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{
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LevelManager.Instance.CurrentLevel.Restart();
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// Playing it after the restart because when the player gets deactivated the sound stops so it doesn't play the sound at all
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audioSource.Play();
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}
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}
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}
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@ -2,7 +2,6 @@ using System;
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using Movement;
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using UnityEngine;
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using UnityEngine.InputSystem;
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using UnityEngine.SceneManagement;
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using PlayerInput = Input.PlayerInput;
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namespace Player
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private const string IsGroundedParameter = "IsGrounded";
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private const string IsWalledParameter = "IsWalled";
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private Animator animator = null;
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private Death death = null;
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private CollisionChecker enemyTrigger = null;
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private void Awake()
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{
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animator = GetComponent<Animator>();
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audioSource = GetComponent<AudioSource>();
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death = transform.Find("Death").gameObject.GetComponent<Death>();
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enemyTrigger = GameObject.Find("Enemy Trigger").GetComponent<CollisionChecker>();
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BaseSpeed = 0.0f;
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}
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{
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_isOnAir = !_playerGroundTrigger.IsCollided;
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RespawnCheck();
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if (enemyTrigger.IsCollided)
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death.Die();
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}
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private void RespawnCheck()
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{
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if (gameObject.transform.position.y < RespawnLimit)
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SceneManager.LoadScene(SceneManager.GetActiveScene().name);
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death.Die();
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}
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// PAUSE METHODS
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