private void OnCollisionEnter2D(Collision2D collision) { var attack = collision.gameObject.GetComponent <Attack>(); if (attack != null && collision.gameObject.tag != gameObject.tag) { var damage = Mathf.Max(attack.Damage - Defence, 1f); health = Mathf.Clamp(health - damage, 0, HealthMax); RefreshHealth(); if (Popup != null && gameObject.tag != "Player") { Popup.CreatePopup(damage, Color.red); } if (health <= 0f) { if (gameObject.tag == "Player") { SceneManager.LoadScene(SceneManager.GetActiveScene().name); } if (Drop != null) { Drop.DropStuff(); } Destroy(gameObject); } } var powerup = collision.gameObject.GetComponent <Powerup>(); if (powerup != null) { HealthMax += powerup.MaxHealth; health = Mathf.Clamp(health + powerup.Health, 0, HealthMax); RefreshHealth(); if (powerup.MaxHealth > 0f) { Popup.CreatePopup(powerup.MaxHealth, powerup); } else if (powerup.Health > 0f) { Popup.CreatePopup(powerup.Health, powerup); } if (powerup.Defence > 0f) { Popup.CreatePopup(powerup.Defence, powerup); } Destroy(powerup.gameObject); } }
private void OnCollisionEnter2D(Collision2D collision) { var powerup = collision.gameObject.GetComponent <Powerup>(); if (powerup != null) { Speed += powerup.Speed; BagCain.AddChain(powerup.Chain); if (powerup.Speed > 0) { Popup.CreatePopup(powerup.Speed, powerup); } if (powerup.Chain > 0) { Popup.CreatePopup(powerup.Chain, powerup); } Destroy(powerup.gameObject); } }
private void OnCollisionEnter2D(Collision2D collision) { var powerup = collision.gameObject.GetComponent <Powerup>(); if (powerup != null) { Damage += powerup.Attack; if (Popup != null && powerup.Attack > 0) { Popup.CreatePopup(powerup.Attack, powerup); } Destroy(powerup.gameObject); } }