private void OnCollisionEnter2D(Collision2D collision) { foreach (ContactPoint2D contactPoint in collision.contacts) { if (contactPoint.normal.y > 0) { // Is the normal of the collision pointing upward? canJump = true; // That means we hit the floor. Allow jumping again. break; // No need to continue iteration. } } GameObject collisionObj = collision.gameObject; DuckMinion enemy = collisionObj.GetComponent <DuckMinion>(); if (enemy != null) { StartFlicker(); HitpointsBar.instance.Damage(1); hitpoint--; if (hitpoint <= 0) { Destroy(gameObject); } } }
void CreateMinion() { DuckMinion minion = Instantiate <DuckMinion>(duckMinionPrefab); minion.behaviour = DuckMinionMode.Leftward; minion.transform.position = new Vector2(transform.position.x, -3.59f); }