Example #1
0
    void OnCollisionStay2D(Collision2D col)
    {
        if (!col.gameObject.CompareTag("Player"))
        {
            return;
        }
        Debug.Log("staying");
        Vector2     myPos  = collider2D.bounds.ClosestPoint((Vector2)transform.position + direction * 100);
        Vector2     oPos   = col.collider.bounds.ClosestPoint((Vector2)col.gameObject.transform.position + -direction * 100);
        PlayerDeath player = col.collider.gameObject.GetComponent <PlayerDeath>();

        Debug.Log("my" + myPos);
        Debug.Log("player" + oPos);
        switch ((int)directionToMove)
        {
        case 0:
        {
            if (Mathf.Abs(myPos.y - oPos.y) > killthreshold)
            {
                player.Kill();
            }
        } break;

        case 1:
        {
            if (Mathf.Abs(oPos.y - myPos.y) > killthreshold)
            {
                player.Kill();
            }
        } break;

        case 2:
        {
            if (Mathf.Abs(myPos.x - oPos.x) > killthreshold)
            {
                player.Kill();
            }
        } break;

        case 3:
        {
            if (Mathf.Abs(oPos.x - myPos.x) > killthreshold)
            {
                player.Kill();
            }
        } break;
        }
    }