void OnTriggerEnter2D(Collider2D other) { switch (other.gameObject.tag) { case "Cloud": _thunderSound.Play(); gameController.Lives -= 1; var newExplosion = ExplosionManager.GetInstance().GetExplosion(); newExplosion.transform.position = transform.position; break; case "Island": _yaySound.Play(); gameController.Score += 100; break; } }
// OnStateEnter is called when a transition starts and the state machine starts to evaluate this state //override public void OnStateEnter(Animator animator, AnimatorStateInfo stateInfo, int layerIndex) //{ // //} // OnStateUpdate is called on each Update frame between OnStateEnter and OnStateExit callbacks //override public void OnStateUpdate(Animator animator, AnimatorStateInfo stateInfo, int layerIndex) //{ // //} // OnStateExit is called when a transition ends and the state machine finishes evaluating this state override public void OnStateExit(Animator animator, AnimatorStateInfo stateInfo, int layerIndex) { //Destroy(animator.gameObject); ExplosionManager.GetInstance().ResetExplosion(animator.gameObject); }