private void OnTriggerEnter2D(Collider2D other) { if (_isEnemyLaser) { GameEventArgs args; switch (other.tag) { case "Player": args = GameEventArgs.damageArgs(_laserDamage, this.gameObject, other.gameObject); _collidedWithPlayerEvent.Raise(args); Destroy(this.gameObject); break; default: break; } } }
private void OnTriggerEnter2D(Collider2D other) { GameEventArgs args; switch (other.tag) { case "Player": args = GameEventArgs.damageArgs(_touchAttackStrength, this.gameObject, other.gameObject); _collidedWithPlayerEvent.Raise(args); BeginDeathSequence(); break; case "Laser": args = GameEventArgs.scoreArgs(_pointValue, this.gameObject, other.gameObject); _killedByPlayerEvent.Raise(args); Destroy(other.gameObject); BeginDeathSequence(); break; default: // don't destroy enemy when you, for instance, hit a PowerUp break; } }