void Update() { float rotationSpeed = currentRotationSpeed * Time.deltaTime; transform.Rotate(new Vector3(-1, 0, 0) * rotationSpeed); //Enemy moves down float moveDown = enemySpeed * Time.deltaTime; transform.Translate(Vector3.down * moveDown, Space.World); //Enemy moves left/right float moveSideways = enemySpeedSide * Time.deltaTime; transform.Translate(Vector3.right * moveSideways, Space.World); //Moves Enemy after its on the bottom if (transform.position.y <= -5) { SetPositionAndSpeed(); PlayerC.missed++; PlayerC.UpdateStats(); } }
void OnTriggerEnter(Collider otherObject) { if (otherObject.tag == "Enemy") { PlayerC.score += 100; PlayerC.UpdateStats(); Instantiate(explosionPrefab, transform.position, transform.rotation); enemy.SetPositionAndSpeed(); enemy.minSpeed += 0.25f; enemy.maxSpeed += 0.5f; Destroy(gameObject); } if (PlayerC.score >= 3000) { Application.LoadLevel("Win"); } //Debug.Log("We hit: " + otherObject.name); }