public void SwitchToCombat(GangColor color) { if (emmis[0] == null) { emmis[0] = new EnemyMapMovementInfo(); } if (emmis[1] == null) { emmis[1] = new EnemyMapMovementInfo(); } emmis[0] = emms[0].StoreEnemyMapMovementData(); emmis[1] = emms[1].StoreEnemyMapMovementData(); gameState = GameState.InBattle; numberOfEnemies++; if (color == GangColor.Green) { SceneManager.LoadScene(combatSceneGreen); } else if (color == GangColor.Red) { SceneManager.LoadScene(combatSceneRed); } else { SceneManager.LoadScene(combatSceneGreen); } }
public void SetEnemyMapMovementData(EnemyMapMovementInfo emmi) { //emmi = new EnemyMapMovementInfo(); target = emmi.target; speed = emmi.speed; transform.position = emmi.position; gangColor = emmi.gangColor; }
// Update is called once per frame private void OnTriggerEnter(Collider other) { { if (other.gameObject.tag == "Player") { GameManager.instance.SwitchToCombat(zoneColor); //SceneManager.LoadScene(1); Debug.Log("Trigger Active"); } if (other.gameObject.tag == "MapEnemy") { zoneColor = other.gameObject.GetComponent <EnemyMapMovement>().gangColor; other.gameObject.transform.position = new Vector3(-100, -100, -100); Debug.Log("EnemyTriggerActive"); } } }