private void OnTriggerExit(Collider other) { EnemiesInRange.Remove(other.gameObject); EnemyDestructionDelegate delete = other.gameObject.GetComponent <EnemyDestructionDelegate>(); delete.enemyDelegate -= OnEnemyDestroy; }
void OnTriggerExit2D(Collider2D other) { if (other.gameObject.tag.Equals("Enemy")) { enemiesInRange.Remove(other.gameObject); EnemyDestructionDelegate del = other.gameObject.GetComponent <EnemyDestructionDelegate>(); del.enemyDelegate -= OnEnemyDestroy; } }
private void OnTriggerEnter2D(Collider2D other) { if (other.gameObject.CompareTag("Enemy")) { enemiesInRange.Add(other.gameObject); EnemyDestructionDelegate del = other.gameObject.GetComponent <EnemyDestructionDelegate>(); del.enemyDelegate += OnEnemyDestroy; } }
private void OnTriggerExit2D(Collider2D collision) { if (collision.gameObject.CompareTag("Enemy")) { enemiesInRange.Remove(collision.gameObject); EnemyDestructionDelegate del = collision.gameObject.GetComponent <EnemyDestructionDelegate>(); del.enemyDelegate -= OnEnemyDestroy; } }
protected virtual void OnTriggerEnter2D(Collider2D other) { if (other.gameObject.tag.Equals("Enemy")) { EnemiesInRange.Add(other.gameObject); EnemyDestructionDelegate del = other.gameObject.GetComponent <EnemyDestructionDelegate>(); del.enemyDelegate += OnEnemyDestroy; } }
private void OnTriggerEnter2D(Collider2D collision) { if (collision.gameObject.CompareTag("Enemy")) { enemiesInRange.Add(collision.gameObject); EnemyDestructionDelegate enemyDestruction = collision.gameObject.GetComponent <EnemyDestructionDelegate>(); enemyDestruction.enemyDelegate += OnEnemyDesroy; } }
// add enemies that are in range to list void OnTriggerEnter2D(Collider2D other) { if (other.gameObject.tag.Equals("Enemy")) { // make sure chicken doesn't shoot dead enemies enemiesInRange.Add(other.gameObject); EnemyDestructionDelegate del = other.gameObject.GetComponent <EnemyDestructionDelegate>(); del.enemyDelegate += OnEnemyDestroy; } }
void OnTriggerExit2D(Collider2D other) //este método detecta se algum objeto com corpo rigido colidiu com este gameObject { if (other.gameObject.tag.Equals("Enemy")) //se o objeto que colidir com o collider da arma, tiver a tag de enemy { enemiesInRange.Remove(other.gameObject); //o objeto é adicionado na lista EnemyDestructionDelegate del = //em seguida a variavel del que é um do tipo de um delegate recebe o other.gameObject.GetComponent <EnemyDestructionDelegate>(); //GameObject que tiver o componente EnemuDestructionDelegate del.enemyDelegate -= OnEnemyDestroy; //o del chama o ponteiro do delgate inserindo o metodo a qual ele referencia } }
void OnTriggerEnter2D(Collider2D other) { // 2 if (other.gameObject.tag.Equals("Enemy")) { target.Add(other.gameObject); EnemyDestructionDelegate del = other.gameObject.GetComponent <EnemyDestructionDelegate>(); del.enemyDelegate += OnEnemyDestroy; } }
void OnTriggerEnter2D(Collider2D other) { // This makes sure that OnEnemyDestroy is called when the enemy is destroyed. if (other.gameObject.tag.Equals("Enemy")) { enemiesInRange.Add(other.gameObject); EnemyDestructionDelegate del = other.gameObject.GetComponent <EnemyDestructionDelegate>(); del.enemyDelegate += OnEnemyDestroy; } }
void OnTriggerEnter2D(Collider2D other) { //You then add the enemy to the list of enemiesInRange and add OnEnemyDestroy to the EnemyDestructionDelegate. //This makes sure that OnEnemyDestroy is called when the enemy is destroyed. You don’t want monsters to waste ammo on dead enemies now — do you? if (other.gameObject.tag.Equals("Enemy")) { enemiesInRange.Add(other.gameObject); EnemyDestructionDelegate del = other.gameObject.GetComponent <EnemyDestructionDelegate>(); del.enemyDelegate += OnEnemyDestroy; } }
void OnTriggerEnter(Collider other) { print("gsr667"); if (other.gameObject.tag.Equals("Enemy")) { enemiesInRange.Add(other.gameObject); EnemyDestructionDelegate del = other.gameObject.GetComponent <EnemyDestructionDelegate>(); del.enemyDelegate += OnEnemyDestroy; } }
void OnTriggerEnter2D(Collider2D other) //este método detecta se algum objeto com corpo rigido colidiu com este gameObject { if (other.gameObject.tag.Equals("Enemy")) //se o objeto que colidir com o collider da arma, tiver a tag de enemy { enemiesInRange.Add(other.gameObject); //o objeto é adicionado na lista EnemyDestructionDelegate del = //em seguida a variavel del que é um do tipo de um delegate recebe o other.gameObject.GetComponent <EnemyDestructionDelegate> (); //GameObject que tiver o componente EnemuDestructionDelegate del.enemyDelegate += OnEnemyDestroy; //o del chama o ponteiro do delgate inserindo o metodo a qual ele referencia //SpriteRenderer spriteEnemy = other.gameObject.GetComponentInChildren<SpriteRenderer>(); //spriteEnemy.sortingOrder = (int)Camera.main.WorldToScreenPoint (spriteEnemy.bounds.min).y * -1; } }
void OnTriggerEnter2D(Collider2D other) { Debug.Log("OnTriggerEnter"); // 2 if (other.gameObject.tag.Equals("Enemy")) { Debug.Log("enemy entered"); enemiesInRange.Add(other.gameObject); EnemyDestructionDelegate del = other.gameObject.GetComponent <EnemyDestructionDelegate>(); del.enemyDelegate += OnEnemyDestroy; } }
void OnTriggerEnter2D(Collider2D other) { // 2 if (other.gameObject.tag.Equals("Enemy")) { enemiesInRange.Add(other.gameObject); EnemyDestructionDelegate del = other.gameObject.GetComponent <EnemyDestructionDelegate>(); del.enemyDelegate += OnEnemyDestroy; if (shock != null) { shock.addTarget(other.gameObject); } } }
void OnTriggerEnter2D(Collider2D other) { if (CompareTag("RedTower") && other.gameObject.CompareTag("RedEnemy") || CompareTag("BlueTower") && other.gameObject.CompareTag("BlueEnemy") || CompareTag("YellowTower") && other.gameObject.CompareTag("YellowEnemy") || CompareTag("PurpleTower") && other.gameObject.CompareTag("RedEnemy") || CompareTag("PurpleTower") && other.gameObject.CompareTag("BlueEnemy") || CompareTag("PurpleTower") && other.gameObject.CompareTag("PurpleEnemy") || CompareTag("GreenTower") && other.gameObject.CompareTag("YellowEnemy") || CompareTag("GreenTower") && other.gameObject.CompareTag("BlueEnemy") || CompareTag("GreenTower") && other.gameObject.CompareTag("GreenEnemy") || CompareTag("OrangeTower") && other.gameObject.CompareTag("YellowEnemy") || CompareTag("OrangeTower") && other.gameObject.CompareTag("RedEnemy") || CompareTag("OrangeTower") && other.gameObject.CompareTag("OrangeEnemy") ) { enemiesInRange.Add(other.gameObject); Debug.Log("enemy removed " + other); EnemyDestructionDelegate del = other.gameObject.GetComponent <EnemyDestructionDelegate>(); del.enemyDelegate -= OnEnemyDestroy; } }