private void OnTriggerExit(Collider other) { EnemyPolype enemyP = other.GetComponent <EnemyPolype>(); if (enemyP) { enemyP.SetIsIlluminatedOff(); } }
private void OnTriggerStay(Collider other) { EnemyProfond enemyP = other.GetComponent <EnemyProfond>(); EnemyPolype enemyP2 = other.GetComponent <EnemyPolype>(); if (enemyP) { Vector3 dir = transform.position - other.transform.position; dir.z = 0; dir.Normalize(); enemyP.SetIsEscaping(dir); //GameManager gm = FindObjectOfType<GameManager>(); //gm.IncreaseMadness(); } else if (enemyP2) { //GameManager gm = FindObjectOfType<GameManager>(); //gm.IncreaseMadness(); } }