// Update is called once per frame void Update() { // If bug has NOT reached the target if (!m_ArrivedAtTarget) { BugMovement.ApplyTurn(); BugMovement.ApplyMove(); } else { TargetReached(); } }
private void SquashBug(bool down) { if (down) { if (Physics2D.OverlapBox(colliderBox.position, new Vector2(1.47f, 1.68f), 0, layerMask)) { Collider2D col = Physics2D.OverlapBox(colliderBox.position, new Vector2(1.47f, 1.68f), 0, layerMask); if (col.CompareTag("Bug")) { BugMovement bug = col.GetComponent <BugMovement>(); bug.GetComponent <Collider2D>().enabled = false; bug.Squashed(); } } } }