private void OnTriggerStay2D(Collider2D collision) { if (this.tag == "LineFallSlowRailGun") { if (collision.tag == "PlayerShield") { player.DamageToShieldForLineFallMissile(); PublicValueStorage.Instance.AddMissileScore(); } } }
private void OnTriggerEnter2D(Collider2D collision) { //Debug.Log("Name : BOSSMissile - " + collision.tag); if (this.tag == "Missile") { this.gameObject.transform.rotation = Quaternion.Euler(new Vector3(0, 0, 0)); if (collision.tag == "WasteBasket") { Destroy(this.gameObject); } switch (collision.tag) { case "Player": //case "WasteBasket": //Debug.Log("If Player : " +collision.tag); Instantiate(missileExplosion, this.transform.position, Quaternion.identity); PublicValueStorage.Instance.GetPlayerComponent().ActivatePlayerDie(); Destroy(this.gameObject); break; case "PlayerShield": this.tag = "PlayerMissile"; this.name = "PlayerMissile"; //enemyTrail.enabled = true; //missileColor.color = Color.blue; //Debug.Log(missileColor); //GameManager.Instance.ScoreAdd("Missile"); ControllerPlayer tempPlayer = PublicValueStorage.Instance.GetPlayerComponent(); PublicValueStorage.Instance.AddMissileScore(); tempPlayer.OP_DamageToPlayerShield(missileShieldBreakPercent); tempPlayer.DamageToShieldForLineFallMissile(); direction = opCurves.SeekDirection(this.gameObject.transform.position, parentPos); missileCurrentSpeed *= missileReflectSpeed; break; } } else if (this.tag == "PlayerMissile") { if (collision.tag == "WasteBasket") { Destroy(this.gameObject); } switch (collision.tag) { case "Enemy": case "BOSS": Instantiate(missileExplosion, this.transform.position, Quaternion.identity); Destroy(this.gameObject); break; } } }