Death added

This commit is contained in:
Syntriax 2022-02-26 18:31:19 +03:00
parent 3ccc7a24b8
commit 5b9d219464
7 changed files with 283 additions and 8 deletions

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@ -6,7 +6,6 @@ namespace AI
[RequireComponent(typeof(Rigidbody2D))]
public class Projectile : MonoBehaviour, IPausable
{
[SerializeField] protected float damageOnContact = 50f;
private Rigidbody2D _rigidbody = null;
private void Awake()
@ -22,6 +21,9 @@ namespace AI
private void OnCollisionEnter2D(Collision2D other)
{
ProjectilePool.Instance.Return(this);
if (other.transform.CompareTag("Player"))
other.gameObject.GetComponent<Player.Death>().Die();
}
public bool IsPaused { get; protected set; } = false;

View File

@ -0,0 +1,19 @@
using Level;
using UnityEngine;
namespace Player
{
public class Death : MonoBehaviour
{
private AudioSource audioSource = null;
private void Start() => audioSource = GetComponent<AudioSource>();
public void Die()
{
LevelManager.Instance.CurrentLevel.Restart();
// Playing it after the restart because when the player gets deactivated the sound stops so it doesn't play the sound at all
audioSource.Play();
}
}
}

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@ -2,7 +2,6 @@ using System;
using Movement;
using UnityEngine;
using UnityEngine.InputSystem;
using UnityEngine.SceneManagement;
using PlayerInput = Input.PlayerInput;
namespace Player
@ -50,6 +49,8 @@ namespace Player
private const string IsGroundedParameter = "IsGrounded";
private const string IsWalledParameter = "IsWalled";
private Animator animator = null;
private Death death = null;
private CollisionChecker enemyTrigger = null;
private void Awake()
{
@ -75,6 +76,8 @@ namespace Player
animator = GetComponent<Animator>();
audioSource = GetComponent<AudioSource>();
death = transform.Find("Death").gameObject.GetComponent<Death>();
enemyTrigger = GameObject.Find("Enemy Trigger").GetComponent<CollisionChecker>();
BaseSpeed = 0.0f;
}
@ -133,12 +136,15 @@ namespace Player
{
_isOnAir = !_playerGroundTrigger.IsCollided;
RespawnCheck();
if (enemyTrigger.IsCollided)
death.Die();
}
private void RespawnCheck()
{
if (gameObject.transform.position.y < RespawnLimit)
SceneManager.LoadScene(SceneManager.GetActiveScene().name);
death.Die();
}
// PAUSE METHODS