private void OnTriggerEnter2D(Collider2D collision) { if (collision.CompareTag("Player") && visibility.getPlayerVisible()) { CheckForPlayer(); } }
private void OnTriggerEnter2D(Collider2D collision) { if (collision.CompareTag("Player") && visibility.getPlayerVisible()) { enemy.SetPlayerDetected(true); Debug.Log("Player in range"); } }
/* * private void OnTriggerEnter2D(Collider2D collision) * { * if (collision.CompareTag("Player") && visibility.getPlayerVisible()) * { * CheckForPlayer(); * } * } */ private void OnTriggerStay2D(Collider2D collision) { if (collision.CompareTag("Player") && visibility.getPlayerVisible() && !gfc.GetGameOver()) { CheckForPlayer(); } }
private void OnTriggerEnter2D(Collider2D collider) { if (collider.tag == "Player" && visibility.getPlayerVisible()) { //SceneController.LoadCurrentScene(); gameFlowController.GameOver(); /*foreach (GameObject enemy in resetEnemiesPosition) * { * enemyPatrol= enemy.GetComponent<EnemyPatrol>(); * enemyPatrol.SetPlayerDetected(false); * enemyPatrol.ResetPosition(); * } * resetPlayerPosition.GoToCheckPoint();*/ } }