void OnTriggerEnter2D(Collider2D col) { if (col.gameObject.tag.Equals(EnemyAWConst.ENEMY)) { EnemyMoveAutoScript MoveAutoScript = col.gameObject.GetComponent <EnemyMoveAutoScript>(); if (MoveAutoScript != null) { if (Patrol) { if (MoveAutoScript.Patrol) { if (ComeFrom.Equals(ConfigSide.LEFT) && MoveAutoScript.facingRight) { MoveAutoScript.DoEnemyStatePointAction(Jump_Up, Jump_Forward, Move_Forward, Move_DirectionChange); } else if (ComeFrom.Equals(ConfigSide.RIGHT) && !MoveAutoScript.facingRight) { MoveAutoScript.DoEnemyStatePointAction(Jump_Up, Jump_Forward, Move_Forward, Move_DirectionChange); } else if (ComeFrom.Equals(ConfigSide.ALWAYS)) { MoveAutoScript.DoEnemyStatePointAction(Jump_Up, Jump_Forward, Move_Forward, Move_DirectionChange); } } } else { if (!MoveAutoScript.Patrol) { if (ComeFrom.Equals(ConfigSide.LEFT) && MoveAutoScript.facingRight) { MoveAutoScript.DoEnemyStatePointAction(Jump_Up, Jump_Forward, Move_Forward, Move_DirectionChange); } else if (ComeFrom.Equals(ConfigSide.RIGHT) && !MoveAutoScript.facingRight) { MoveAutoScript.DoEnemyStatePointAction(Jump_Up, Jump_Forward, Move_Forward, Move_DirectionChange); } else if (ComeFrom.Equals(ConfigSide.ALWAYS)) { MoveAutoScript.DoEnemyStatePointAction(Jump_Up, Jump_Forward, Move_Forward, Move_DirectionChange); } } } } } }
private void FixGameObjectPosition(Collider2D col, bool triggerEnabled) { // Der Player darf nicht durch die Seitenwände springen if (col.gameObject.tag.Equals(EnemyAWConst.PLAYER)) { MyPlayerController cont = col.gameObject.GetComponent <MyPlayerController>(); cont.PlayerPolygonCollider.isTrigger = triggerEnabled; } if (LayerMask.LayerToName(col.gameObject.layer).Equals(EnemyAWConst.ENEMY)) { if (!col.gameObject.tag.Equals(EnemyAWConst.ENEMY_BOUNCING)) { EnemyMoveAutoScript cont = col.gameObject.GetComponent <EnemyMoveAutoScript>(); cont.EnemyTriggerCollider.isTrigger = triggerEnabled; } } }
void Awake() { enemyMoveAutoScript = gameObject.GetComponent <EnemyMoveAutoScript> (); anim = gameObject.GetComponent <Animator> (); }