void OnTriggerEnter2D(Collider2D coll) { if (coll.gameObject.tag == "Player") { Debug.Log("Picked Up PowerUp"); switch (PowerUpID) { case 0: if (P_Stats.P_Health < P_Stats.P_MaxHealth) { P_Stats.P_Health += 500; ScoreDisplay.ScoreUpdate(PowerUPVal); Debug.Log("Healed 500 HP"); if (P_Stats.P_Health >= P_Stats.P_MaxHealth) { P_Stats.P_Health = P_Stats.P_MaxHealth; } } else if (P_Stats.P_Health >= P_Stats.P_MaxHealth) { Debug.Log("Full HP"); } break; case 1: ScoreDisplay.ScoreUpdate(PowerUPVal); break; } Destroy(PowerUpParent); } }
// Update is called once per frame void Update() { if (Health <= 0) { E_spawnScript.EnemyCount -= 1; DisplayScr.ScoreUpdate(ScoreVal); E_spawnScript = null; E_spawn = null; Instantiate(deathFx, this.gameObject.transform.position, this.gameObject.transform.rotation); if (LootChance [LootID] >= LootRoll) { Instantiate(LootTable[LootID], this.gameObject.transform.position, this.gameObject.transform.rotation); } DestroyObject(E_Obj); } }