private void OnTriggerEnter2D(Collider2D collision) { /* * Enemy Collisions * */ //Enemy enemy = collision.GetComponent<Enemy>(); //if (enemy) //{ // enemy.takeDamage(damage); //} EnemySkeleton enemy = collision.GetComponent <EnemySkeleton>(); if (enemy) { enemy.takeDamage(damage); Destroy(gameObject); } Ghost flyingGhost = collision.GetComponent <Ghost>(); if (flyingGhost) { flyingGhost.takeDamage(damage); Destroy(gameObject); } Chest chest = collision.GetComponent <Chest>(); if (chest) { chest.takeDamage(damage); Destroy(gameObject); } Debug.Log(collision.name); /* * Tilemap collision- arrow destroyed */ Tilemap tilemap = collision.GetComponent <Tilemap>(); if (tilemap) { Destroy(gameObject); } }
private void OnTriggerEnter2D(Collider2D collision) { Player player = collision.GetComponent <Player>(); if (player) { player.takeDamage(damage); Destroy(gameObject); } Collectable collectable = collision.GetComponent <Collectable>(); EnemySkeleton enemy = collision.GetComponent <EnemySkeleton>(); Tilemap tilemap = collision.GetComponent <Tilemap>(); if (tilemap) { Destroy(gameObject); } }
public Skeleton_LookForPlayerState(EntityNPC entity, FiniteStateMachine stateMachine, string animBoolName, D_LookForPlayerState stateDate, EnemySkeleton enemy) : base(entity, stateMachine, animBoolName, stateDate) { this.enemy = enemy; }
public Skeleton_StunState(EntityNPC entity, FiniteStateMachine stateMachine, string animBoolName, D_StunState stateData, EnemySkeleton enemy) : base(entity, stateMachine, animBoolName, stateData) { this.enemy = enemy; }