private void OnTriggerEnter2D(Collider2D collision)
 {
     if (collision.CompareTag("Player") && visibility.getPlayerVisible())
     {
         CheckForPlayer();
     }
 }
Example #2
0
 private void OnTriggerEnter2D(Collider2D collision)
 {
     if (collision.CompareTag("Player") && visibility.getPlayerVisible())
     {
         enemy.SetPlayerDetected(true);
         Debug.Log("Player in range");
     }
 }
Example #3
0
    /*
     * private void OnTriggerEnter2D(Collider2D collision)
     * {
     *  if (collision.CompareTag("Player") && visibility.getPlayerVisible())
     *  {
     *      CheckForPlayer();
     *  }
     * }
     */

    private void OnTriggerStay2D(Collider2D collision)
    {
        if (collision.CompareTag("Player") && visibility.getPlayerVisible() && !gfc.GetGameOver())
        {
            CheckForPlayer();
        }
    }
Example #4
0
    private void OnTriggerEnter2D(Collider2D collider)
    {
        if (collider.tag == "Player" && visibility.getPlayerVisible())
        {
            //SceneController.LoadCurrentScene();


            gameFlowController.GameOver();

            /*foreach (GameObject enemy in resetEnemiesPosition)
             * {
             *  enemyPatrol= enemy.GetComponent<EnemyPatrol>();
             *  enemyPatrol.SetPlayerDetected(false);
             *  enemyPatrol.ResetPosition();
             * }
             * resetPlayerPosition.GoToCheckPoint();*/
        }
    }