Example #1
0
    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);
        }
    }
Example #2
0
    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);
        }
    }
Example #3
0
 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;
 }