private void OnTriggerEnter2D(Collider2D collision) { if (collision.gameObject.CompareTag(GameConstants.BOSS_BORDER_TAG)) { if (moveLeft) { moveRight = true; moveLeft = false; } else if (moveRight) { moveLeft = true; moveRight = false; } } if (collision.gameObject.CompareTag(GameConstants.ENEMY_TAG)) { MiniG_EnemyController enemy = collision.gameObject.GetComponent <MiniG_EnemyController>(); if (enemy.moveUp) { boss_Life -= 15; if (boss_Life <= 0) { gameObject.SetActive(false); miniG_Canvas.playerVictory(); } } return; } }
private void OnTriggerStay2D(Collider2D collision) { if (collision.gameObject.CompareTag(GameConstants.ENEMY_TAG)) { MiniG_EnemyController enemy = collision.gameObject.GetComponent <MiniG_EnemyController>(); if (!enemy.moveUp) { if (moveDown) { trans.position = EnemySpawnPoints[Random.Range(1, EnemySpawnPoints.Length)].position; } } } }
public MiniG_EnemyController GetEnemy(Transform Enemyposition) { MiniG_EnemyController b = enemies[currentEnemyIndex]; if (b.IsActive()) { print("Number of Enemies not enough"); return(null); } currentEnemyIndex = (currentEnemyIndex + 1) % enemies.Count; b.gameObject.transform.position = Enemyposition.position; b.ToggleActive(true); return(b); }