/* * void OnCollisionStay(Collision coll) * { * //if you collide with a solid object, change direction * switch (coll.gameObject.tag) * { * case "Static": * * case "Locked": * target = 1.0f; * current_dir = change_direction(current_dir); * break; * default: * break; * } * } */ void OnTriggerEnter(Collider coll) { switch (coll.gameObject.tag) { case "Bounds": print("bounds encounter"); // target = 1.0f; // current_dir = change_direction(current_dir); break; case "Boomerang": stun = 2.5f; break; case "PlayerProjectile": health -= 1; if (health <= 0) { Loot_drops.drop_item(rupee, heart, bomb, this.gameObject.transform.position); Destroy(this.gameObject); } break; case "Static": case "Locked": // target = 1.0f; // current_dir = change_direction(current_dir); break; default: break; } }
void OnTriggerEnter(Collider coll) { switch (coll.gameObject.tag) { case "Player": //move link and camera back to start Vector3 pos = new Vector3(x, y, -10); cam.transform.position = pos; pos.z = 0; link.transform.position = pos; break; case "PlayerProjectile": health -= 1; if (health <= 0) { Loot_drops.drop_item(rupee, heart, bomb, this.gameObject.transform.position); Destroy(this.gameObject); } else { Flee(); } break; case "Boomerang": stun = 2.5f; break; } }
void OnTriggerEnter(Collider coll) { switch (coll.gameObject.tag) { case "Boomerang": case "PlayerProjectile": health -= 1; if (health <= 0) { Loot_drops.drop_item(rupee, heart, bomb, this.gameObject.transform.position); Destroy(this.gameObject); } break; } }
void OnTriggerEnter(Collider coll) { switch (coll.gameObject.tag) { case "Bounds": //reverse direction distance += 0.5f; print("bounds encounter"); if (horizontal == Direction.EAST) { horizontal = Direction.WEST; } else if (horizontal == Direction.WEST) { horizontal = Direction.EAST; } if (vertical == Direction.NORTH) { vertical = Direction.SOUTH; } else if (vertical == Direction.SOUTH) { vertical = Direction.NORTH; } break; case "Boomerang": case "PlayerProjectile": health -= 1; if (health <= 0) { Loot_drops.drop_item(rupee, heart, bomb, this.gameObject.transform.position); Destroy(this.gameObject); } break; } }