public void OnTriggerEnter2D(Collider2D other) { BloodTile bloodTile = other.gameObject.GetComponent <BloodTile>(); if (bloodTile) { if (!bloodTile.isBloody) { bloodTile.isBloody = true; hasTile = true; GameManager.Instance.currentBloodCount++; } } }
public void GenerateBloodTiles() { // Generate the array of tiles to be marked as bloody for (int i = 0; i < bloodyTiles.GetLength(0); i++) { float yPos = yTileOffset + (i * bloodTile.ySize) * -1; for (int j = 0; j < bloodyTiles.GetLength(1); j++) { float xPos = xTileOffset + (j * bloodTile.xSize); BloodTile currentTile = (BloodTile)Instantiate(bloodTile, new Vector3(xPos, yPos, 1), Quaternion.identity, tileGrid); currentTile.x = j; currentTile.y = i; } } }