protected virtual void Death() { if (mSpawnObjects != null) { mSpawnObjects.Spawn(); } Destroy(gameObject); }
private void OnCollisionEnter(Collision collision) { if (mSpawnObject != null) { mSpawnObject.Spawn(); } Destroy(gameObject); }
private void Death() { GameOverText.gameObject.SetActive(true); HealthSlider.gameObject.SetActive(false); EventManager.TriggerEvent("PlayerDeath"); mSpawnObjects.Spawn(); Destroy(gameObject); }
private void OnTriggerEnter(Collider other) { if (other.CompareTag("Player")) { PlayerHealth playerHealth = other.GetComponent <PlayerHealth>(); playerHealth.GiveHealth(Health); mSpawnObject.Spawn(); Destroy(gameObject); } }
void Update() { // get how far to move and move that far toward the target float step = Toolbox.Instance.ScrollSpeed * Time.deltaTime; transform.position = Vector2.MoveTowards(transform.position, target.position, step); // a distance of 0.1 is effectively inside the other object and // provides a margin of error for if the background would overstep if (Vector2.Distance(transform.position, target.position) < 0.1f) { transform.position = Vector2.zero; if (spawnObjects != null) { spawnObjects.Spawn(); } } }