public void _stepHit() { if (transform.position.x > beginsOnRight) { return; } ++hitCount; --strength; ChangeAnimationsBasedOnHitCountIncrease(); // derived classes write that one. // todo, actually should the next passage only be after all the steps? // is after all value is deducted? (just as with the _bashSound)... if (strength == 0) // enemy done for! { Gp.coins.CreateCoinBunch(value, transform.position); FinalEffect(); if (Gp.skillsTest.on) { Gp.skillsTest.EnemyGottedInSkillsTest(gameObject); boss.Done(this); return; } Grid.pops.GotEnemy(Gp.run.RunDistance); // basically re meters/achvmts EnemyDestroyedTypeSpecificStatsEtc(); // basically re achvments Gp.run.runLevel.EnemyGotted(); // basically run/level stats boss.Done(this); // basically removes it } }