/// Collider for enemy prefab /// Upon contact with player, initiates Player class' LoseHealth() method /// Destroys itself upon contact to laser or player. private void OnTriggerEnter2D(Collider2D other) { if (other.tag == "Laser" || other.tag == "Player") { Laser laser1 = other.GetComponent <Laser>(); if (laser1 != null) { if (bossHealth > 0) { bossHealth--; } else { Instantiate(enemyExplosionPrefab, transform.position, Quaternion.identity); StartCoroutine(DeleteRoutine()); } } Player player1 = other.GetComponent <Player>(); if (player1 != null) { if (bossHealth > 0) { bossHealth--; player1.LoseHealth(); } else { player1.LoseHealth(); Instantiate(enemyExplosionPrefab, transform.position, Quaternion.identity); StartCoroutine(DeleteRoutine()); } } } }
/** * Collider for enemyLaser. * Upon contact with player, calls its' LoseHealth() method. */ private void OnTriggerEnter2D(Collider2D other) { if (other.tag == "Player") { Player player1 = other.GetComponent <Player>(); if (player1 != null) { player1.LoseHealth(); Destroy(this.gameObject); } } }