using UnityEngine;
using System.Collections;
using UnityEngine.SceneManagement;
public class DragonScript : MonoBehaviour
{
private Rigidbody2D myRigidBody;
private Animator myAnimator;
private float jumpForce;
public bool isAlive;
public float upForce;
public AudioClip flap;
private AudioSource audioSource;
void Start()
{
isAlive = true;
myRigidBody = gameObject.GetComponent<Rigidbody2D>();
myAnimator = gameObject.GetComponent<Animator>();
audioSource = gameObject.GetComponent<AudioSource>();
jumpForce = 10f;
myRigidBody.gravityScale = 3.1f;
}
// Update is called once per frame
void Update()
{
if (isAlive)
{
if (Input.GetMouseButton(0))
{
Flap();
}
CheckIfDragonVisibleOnScreen();
}
}
void Flap()
{
myRigidBody.velocity =
new Vector2(0, jumpForce);
myAnimator.SetTrigger("Flap");
audioSource.PlayOneShot(flap);
}
void OnCollisionEnter2D(Collision2D target)
{
if (target.gameObject.tag == "Obstacles")
{
isAlive = false;
Time.timeScale = 0f;
SceneManager.LoadScene("DeathScreenScene");
}
}
void CheckIfDragonVisibleOnScreen()
{
if (Mathf.Abs(gameObject.transform.position.y) > 5.3f)
{
isAlive = false;
Time.timeScale = 0f;
SceneManager.LoadScene("DeathScreenScene");
}
}
void hardRestartGame()
{
SceneManager.LoadScene(SceneManager.GetActiveScene().name);
}
}