void OnTriggerEnter(Collider collider) { GameObject go = collider.gameObject; if (go.GetComponent <IsACharacter> () != null && go.GetComponent <IsAEnemyOwned> () != null && gamemgr.State == GameMgr.GameState.IN_GAME) { gamemgr.AdvanceState(); } }
void EnemyMovementUpdate() { transform.Translate(Vector3.right * dir * movementSpeed * Time.deltaTime); //moves enemies based on direction and speed of enemies if (transform.position.x >= 3.25) { dir = -1; //if the enemy wave changes direction based on x position and moves down 0.5f towards player transform.position = new Vector3(transform.position.x, transform.position.y - 0.5f, transform.position.z); } else if (transform.position.x <= -3.25) { dir = 1; //changes direction of enemies again based on pos of x, also moves enemies down towards player transform.position = new Vector3(transform.position.x, transform.position.y - 0.5f, transform.position.z); } if (gameObject.GetComponentsInChildren <IsACharacter> ().Length == 0 && gamemgr.State == GameMgr.GameState.IN_GAME) { gamemgr.AdvanceState(); } }