void OnCollisionEnter2D(Collision2D col) { //If this object collides with the maincharacter, it will decrement health equal to the damage variable if (col.gameObject.name == "MainCharacter") { for (int i = 0; i < damage; i++) { MainCharacter.dec_health(); } } else if (col.gameObject.name == "trackingenemy(Clone)") { } else if (col.gameObject.name == "Lazer(Clone)") { //decrease the boss's health if it collides with a laser dec_health(); } else if (col.gameObject.name == "WallBlock") { //if the boss comes into contact with the edge of the arena, teleport back to the center. rb2d.velocity = Vector2.zero; mov_vector = Vector2.zero; mode = 2; } }
void OnCollisionEnter2D(Collision2D col) { //If this object collides with the maincharacter, it will decrement health equal to the damage variable if (col.gameObject.name == "MainCharacter") { for (int i = 0; i < damage; i++) { MainCharacter.dec_health(); } } //Destroy(this.gameObject); }
void OnCollisionEnter2D(Collision2D col) { //If this object collides with the maincharacter, it will decrement health equal to the damage variable if (col.gameObject.name == "MainCharacter") { for (int i = 0; i < damage; i++) { MainCharacter.dec_health(); } } if (col.gameObject.name == "Lazer(Clone)") //if this object collides with a laser, play its death audio and destroy it { AudioSource.GetComponent <AudioSource>().Play(); Destroy(this.gameObject); } }
void OnCollisionEnter2D(Collision2D col) { //Stops the object, then reverses the direction of the vector upon collision rb2d.velocity = Vector2.zero; mov_vector.x = mov_vector.x * -1; mov_vector.y = mov_vector.y * -1; //If this object collides with the maincharacter, it will decrement health equal to the damage variable if (col.gameObject.name == "MainCharacter") { for (int i = 0; i < damage; i++) { MainCharacter.dec_health(); } } if (col.gameObject.name == "Lazer(Clone)") //If the collision is with a lazer projectile, the object will play its death sound and die { AudioSource.GetComponent <AudioSource>().Play(); Destroy(this.gameObject); } }