public void ProcessLinks(ref LinkInfo[] player, ref LinkInfo[] enemy) { DummyStatesArray = new DummyStates[player.Length]; var length = player.Length; for (var i = 0; i < length; i++) { switch (player[i].LinkTypeName) { case LinkInfo.LinkType.Think: DummyStatesArray[i] = DummyStates.Idle; if (i < length - 1) { ProcessInCaseValues(i, length, player[i + 1].LinkTypeName, ref player); } break; case LinkInfo.LinkType.Watch: DummyStatesArray[i] = DummyStates.Idle; if (Random.value > 0.5f && i < length - 1) { ProcessInCaseValues(i, length, enemy[i + 1].LinkTypeName, ref player); } break; case LinkInfo.LinkType.Attack: DummyStatesArray[i] = DummyStates.Attack; break; case LinkInfo.LinkType.Dodge: DummyStatesArray[i] = DummyStates.Dodge; break; } } }
void OnCollisionEnter2D(Collision2D other) { if (other.gameObject.tag == "AP") { GetComponent <AudioSource> ().Play(); Instantiate(hitExplosionAP, other.gameObject.transform.position, Quaternion.identity); currentState = DummyStates.DamagedDummy; Debug.Log("dummy got wrecked"); health -= 45; Destroy(other.gameObject); } if (other.gameObject.tag == "HE") { GetComponent <AudioSource> ().Play(); Instantiate(hitExplosionHE, other.gameObject.transform.position, Quaternion.identity); currentState = DummyStates.DamagedDummy; health -= 55; Destroy(other.gameObject); } }