public override void ResolveCollision(DoorCollisionResponse other) { // if door is bombable, switch sprite to bombed hole and change collision response to door collision repsonse. Door door = (Door)other.entity; if (door.doorType == Door.Type.BombWall) { switch (door.name) { case "up": door.GetComponent <Sprite>().SetSprite(LevelMapSpriteFactory.Instance.CreateTopHole()); break; case "down": door.GetComponent <Sprite>().SetSprite(LevelMapSpriteFactory.Instance.CreateDownHole()); break; case "left": door.GetComponent <Sprite>().SetSprite(LevelMapSpriteFactory.Instance.CreateLeftHole()); break; case "right": door.GetComponent <Sprite>().SetSprite(LevelMapSpriteFactory.Instance.CreateRightHole()); break; } door.doorType = Door.Type.Open; } }
public override void ResolveCollision(DoorCollisionResponse other) { if (isProjectile) { Entity.Destroy(entity); } var transform = entity.GetComponent <Transform>(); transform.position = transform.lastPosition; }
public override void ResolveCollision(DoorCollisionResponse other) { // Just overriding }
public override void ResolveCollision(DoorCollisionResponse other) { Entity.Destroy(entity); }