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GDW-SS-18
to-the-surface
Commits
8df452cb
Commit
8df452cb
authored
Sep 28, 2018
by
Markus Schlösser
Browse files
Added death effect
parent
56b73fa7
Changes
10
Expand all
Hide whitespace changes
Inline
Side-by-side
Assets/_Game/Materials/BodyParts.mat
0 → 100644
View file @
8df452cb
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Assets/_Game/
Scenes/LightTes
t.meta
→
Assets/_Game/
Materials/BodyParts.ma
t.meta
View file @
8df452cb
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Assets/_Game/Prefabs/Player.prefab
View file @
8df452cb
This diff is collapsed.
Click to expand it.
Assets/_Game/Scenes/Levels/Level01.unity
View file @
8df452cb
This diff is collapsed.
Click to expand it.
Assets/_Game/Scenes/Tilesets/Obstacles.meta
deleted
100644 → 0
View file @
56b73fa7
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Assets/_Game/Scripts/PlayerActor.cs
View file @
8df452cb
...
...
@@ -45,6 +45,10 @@ public class PlayerActor : MonoBehaviour, IResetable {
[
SerializeField
]
private
Animator
animator
;
[
SerializeField
]
private
ParticleSystem
deathEffect
;
[
SerializeField
]
private
SpriteRenderer
sprite
;
[
SerializeField
]
private
float
peekingDistance
;
private
readonly
Collider2D
[]
contactBuffer
=
new
Collider2D
[
64
];
...
...
@@ -93,7 +97,7 @@ public class PlayerActor : MonoBehaviour, IResetable {
private
void
OnTriggerEnter2D
(
Collider2D
other
)
{
// Collides with Hazard
if
(
other
.
gameObject
.
layer
==
11
)
{
Die
();
StartCoroutine
(
Die
()
)
;
}
}
...
...
@@ -396,7 +400,13 @@ public class PlayerActor : MonoBehaviour, IResetable {
UpdateOrientation
();
}
private
static
void
Die
()
{
private
IEnumerator
Die
()
{
deathEffect
.
Play
(
true
);
col
.
enabled
=
false
;
sprite
.
enabled
=
false
;
yield
return
new
WaitForSeconds
(
0.1f
);
// TODO: This call is really inefficient
IResetable
[]
resetables
=
FindObjectsOfType
<
MonoBehaviour
>().
OfType
<
IResetable
>().
ToArray
();
foreach
(
IResetable
r
in
resetables
)
{
...
...
@@ -410,15 +420,18 @@ public class PlayerActor : MonoBehaviour, IResetable {
movementRoutine
=
null
;
}
transform
.
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=
startingPosition
;
orientation
=
startingOrientation
;
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col
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false
);
animator
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SetBool
(
"shouldSlide"
,
false
);
animator
.
Play
(
"Idle"
);
transform
.
position
=
startingPosition
;
orientation
=
startingOrientation
;
UpdateOrientation
();
}
}
Assets/_Game/Sprites/Character/Bodyparts.png
0 → 100644
LFS
View file @
8df452cb
130 Bytes
Assets/_Game/Sprites/Character/Bodyparts.png.meta
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View file @
8df452cb
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