Esempio n. 1
0
    private void OnTriggerEnter2D(Collider2D collision)
    {
        if (collision.gameObject.CompareTag(GameConstants.BOSS_BORDER_TAG))
        {
            if (moveLeft)
            {
                moveRight = true;
                moveLeft  = false;
            }
            else if (moveRight)
            {
                moveLeft  = true;
                moveRight = false;
            }
        }

        if (collision.gameObject.CompareTag(GameConstants.ENEMY_TAG))
        {
            MiniG_EnemyController enemy = collision.gameObject.GetComponent <MiniG_EnemyController>();
            if (enemy.moveUp)
            {
                boss_Life -= 15;
                if (boss_Life <= 0)
                {
                    gameObject.SetActive(false);
                    miniG_Canvas.playerVictory();
                }
            }
            return;
        }
    }
Esempio n. 2
0
 private void OnTriggerStay2D(Collider2D collision)
 {
     if (collision.gameObject.CompareTag(GameConstants.ENEMY_TAG))
     {
         MiniG_EnemyController enemy = collision.gameObject.GetComponent <MiniG_EnemyController>();
         if (!enemy.moveUp)
         {
             if (moveDown)
             {
                 trans.position = EnemySpawnPoints[Random.Range(1, EnemySpawnPoints.Length)].position;
             }
         }
     }
 }
Esempio n. 3
0
    public MiniG_EnemyController GetEnemy(Transform Enemyposition)
    {
        MiniG_EnemyController b = enemies[currentEnemyIndex];

        if (b.IsActive())
        {
            print("Number of Enemies not enough");
            return(null);
        }

        currentEnemyIndex = (currentEnemyIndex + 1) % enemies.Count;
        b.gameObject.transform.position = Enemyposition.position;
        b.ToggleActive(true);
        return(b);
    }