//-- once the bullet collider has been hit void OnTriggerEnter2D(Collider2D other) { //-- if the object hit is an enemy destorys the enemy and moves the bullet off screen if (other.gameObject.tag == "Enemy") { // RRR enemyManager.KilledEnemy(); collider2D.enabled = false; StartCoroutine("BulletHitEnemy", other.transform); StartCoroutine("MoveBulletToHome"); } //-- if the object hit is the boundary then moves the bullet off screen else if (other.gameObject.tag == "Boundary") { if (PlayerStats.isAlive) { AudioSource.PlayClipAtPoint(playerHitAudio, Vector3.zero); playerControls.ShakeCam(); if (PlayerStats.LoseHealth() <= 0) { sceneFader.StartCoroutine("FadeToGameMenu"); } else { sceneFader.DoFadeDamage(); } } // RRR collider2D.enabled = false; StartCoroutine("MoveBulletToHome"); } //-- if the object hit is a healthy cell, destroy the healthy cell and send this bullet home if (other.gameObject.tag == "Healthy") { collider2D.enabled = false; other.collider2D.enabled = false; StartCoroutine("BulletHitHealthyCell", other.transform); StartCoroutine("MoveBulletToHome"); } }
//-- once the enemy collider has been hit void OnTriggerEnter2D(Collider2D other) { //-- if the object hit is the Player puts the enemy back to off screen if (other.gameObject.tag == "Player") { this.gameObject.transform.position = EnemyManager.enemyHome; speed = 0; if (PlayerStats.isAlive) { AudioSource.PlayClipAtPoint(playerHitAudio, Vector3.zero); playerControls.ShakeCam(); if (PlayerStats.LoseHealth() <= 0) { sceneFader.StartCoroutine("FadeToGameMenu"); } else { sceneFader.DoFadeDamage(); } } } }