private void OnTriggerEnter2D(Collider2D collision) { if (collision.tag == "Player") { numSegmentsIn += 1; switch (roomData.roomType) { case RoomType.normal: if (numSegmentsIn > 0 && !didPlayerEnter) { didPlayerEnter = true; //Debug.Log("Player entered room type " + roomData.roomType); isInCombat = true; } break; case RoomType.challenge: case RoomType.boss: if (numSegmentsIn == Player.body.Length && !didPlayerEnter) { didPlayerEnter = true; //Debug.Log("Player entered room type " + roomData.roomType); isInCombat = true; SetDoorIsClosed(true); } break; } if (!didFog) { didFog = true; if (Fog.isActive) { Vector3 pPos = Player.GetHead().transform.position; Vector3Int start = new Vector3Int((int)pPos.x, (int)pPos.y, 0); Vector3Int min = new Vector3Int((int)transform.position.x, (int)transform.position.y, 0); Vector3Int max = min + new Vector3Int(roomData.width, roomData.height, 0); Fog.Flood(start, min, max); } } } }