//TODO Explosion 1: Add more depth to the Explosion //TODO Explosion 2: i.e. Explosions can only affect Bombers that are solid private void OnTriggerEnter2D(Collider2D hitInfo) { SE.Bomber enemy = hitInfo.GetComponent <SE.Bomber>(); if (enemy != null) { enemy.DestroyBomber(); } }
private void OnCollisionEnter2D(Collision2D hitInfo) { SE.Bomber enemy = hitInfo.gameObject.GetComponent <SE.Bomber>(); if (enemy != null) { health = health - 1; if (health <= 0) { health = 0; } } }
/// <summary> /// Spawns a new bomber, happens in "Bomber" script /// </summary> public void SpawnAnotherBomberOnDeath(Bomber deadBomber) { _bombersList.Remove(deadBomber); if (_bombersList.Count > _maximumSpawnAmount) return; _spawnChance = Random.Range(0, 2); // Makes it so that Bombers don't spawn every single time if (_spawnChance < _spawnChanceValue) { var position = GetRandomOffScreenPosition(); var newBomber = Instantiate(bomber, position, Quaternion.identity); newBomber.playerTarget = playerInput.transform; var phaseShift = newBomber.GetComponent<PhaseShiftEnemy>(); phaseShift.RandomPhase(); _bombersList.Add(newBomber); } }