private void Update() { //Tests for death conditions and handles death if (Physics2D.OverlapCircle(entityImage.position, .1f, spike) || Physics2D.OverlapCircle(entityImage.position, .1f, enemy)) { Vibrate(false); overlayController.ShowDeathPanel(true); } //Tests for win conditions and handles win else if (Physics2D.OverlapCircle(entityImage.position, .1f, goal)) { Vibrate(false); overlayController.ShowVictoryPanel(true); } //else updates isOnEnemyPath and tileInFront(if nessesary) else { SetIsOnEnemyPath(); //Checks if the mask in front is the same as the mask of tileInFront (a mask that would be -1 i.e. doenst exist becomes 0 and is interpreted by IsMaskInFrontOf as there being no mask in front of it) if (!IsMaskInFrontOf((int)Math.Pow(2, LayerMask.NameToLayer(tileInFront)))) { //DebugLog("Tile: "+tileInFront+" layer: "+ LayerMask.NameToLayer(tileInFront)+"|"); DetectTileInFront(); } } }