public override void OnBeingSelected() { _lastShootTime = Time.time; Transform holderParent = weaponHolder.transform.parent; weaponHolder.transform.SetParent(null); weaponHolder.GetComponent <MeshFilter>().sharedMesh = PickUpPrefab.GetComponent <MeshFilter>().sharedMesh; weaponHolder.GetComponent <MeshRenderer>().sharedMaterial = PickUpPrefab.GetComponent <MeshRenderer>().sharedMaterial; weaponHolder.transform.localScale = PickUpPrefab.transform.localScale; weaponHolder.transform.parent = holderParent; GetComponent <PlayerAnimation>().SetWeaponType(holdingType); attackSpawnPosition.localPosition = PickUpPrefab.transform.FindDeepChild("AttackSpawnPoint").transform.localPosition; _bulletSpawnPosition = attackSpawnPosition; }
/// <summary> /// This is the start of the Event-Chain for Game Score, health to be changed /// </summary> /// <param name="collision">Collision.</param> private void OnTriggerEnter2D(Collider2D collision) { Debug.Log("Collided with something"); //check tag on gameObject that has this collider on it if (collision.CompareTag("Collectible")) { //get the PickUp component from the gameObject with this collider on it PickUpPrefab item = collision.GetComponent <PickUpPrefab>(); Debug.Log("collided with a collectible of value: " + item.Value); GameData.instanceRef.Add(item.Value); Destroy(collision.gameObject); //destroy GameObject of the object we collided with } else if (collision.CompareTag("Hazard")) { PickUpPrefab item = collision.GetComponent <PickUpPrefab>(); Debug.Log("collided with a hazard of value: " + item.Value); //update gameData database GameData.instanceRef.TakeDamage(item.Value); Destroy(collision.gameObject); //destroy GameObject of the object we collided with } }