// Use this for initialization public void OnEnable() { transform.position = FindObjectOfType <PlayerStateMachine>().transform.position + playerOffset; foreach (EnemyStateMachine enemy in enemies) { EnemyStateMachine clone = Instantiate(enemy); clone.transform.position = transform.position; clone.transform.Translate(new Vector3(Random.Range(-3, 3), Random.Range(-3, 3), 0)); clone.GetComponent <Rigidbody2D>().AddForce((FindObjectOfType <PlayerStateMachine>().transform.position - clone.transform.position).normalized * 10); } Destroy(gameObject); }
private void OnTriggerEnter2D(Collider2D collision) { if (GetComponent <PointEffector2D>().enabled) { switch (type) { case PartnerType.SWORDMAN: partner.GetComponent <SwordmanStateMachine>().Jump(); break; case PartnerType.ASPECT: partner.GetComponent <EndBossBehavior>().MinorJump(); break; case PartnerType.EMPEROR: partner.GetComponent <EndBossBehavior>().MinorJump(); break; case PartnerType.TRUE_EMPEROR: partner.GetComponent <EndBossBehavior>().MajorJump(); break; } } }