void Launch() { GameObject projectileObject = Instantiate(ProjectilePrefab, rigidbody2d.position + Vector2.up * 0.5f, Quaternion.identity); scr_Projectile projectile = projectileObject.GetComponent <scr_Projectile>(); projectile.Launch(lookDirection, force); canShoot = 0; animator.SetTrigger("Launch"); Debug.Log("bullets on hand: " + canShoot); }
private void OnTriggerStay(Collider other) { scr_Player player = other.GetComponent <scr_Player>(); scr_Projectile dollar = other.GetComponent <scr_Projectile>(); if (other.tag == "pDollar") { dollar.pEnteredTrigger = true; enemy.GetComponent <scr_Enemy>().greed = 2; //Debug.Log("dollar entered trigger" + dollar.pEnteredTrigger); } else if (other.tag == "Player") { player.enteredTrigger = true; enemy.GetComponent <scr_Enemy>().greed = 1; //Debug.Log (player.enteredTrigger); } }
public void OnTriggerExit(Collider other) { scr_Projectile dollar = other.GetComponent <scr_Projectile>(); if (other.tag == "pDollar") { dollar.pEnteredTrigger = false; enemy.GetComponent <scr_Enemy>().greed = 0; Debug.Log("dollar exists" + dollar.pEnteredTrigger); } scr_Player player = other.GetComponent <scr_Player>(); if (other.tag == "Player") { player.enteredTrigger = false; enemy.GetComponent <scr_Enemy>().greed = 0; //Debug.Log (player.enteredTrigger); } }