private void OnTriggerEnter2D(Collider2D other) { if (other.GetComponent <BallMovement>()) { changeDirectionWall.IsWallTouched = false; playerLives.SubtractLife(); } }
public void DisableCurrentPlayer(bool createCadaver) { if (player.invincible) { return; } lives.SubtractLife(); bool flip = !player.facingRight; Vector3 playerPosition = player.position; if (lives.currentLivesCount > 0) { player.ResetPlayerPosition(); } else { player.HidePlayer(); } if (createCadaver) { CreateCadaver(playerPosition, flip); } else { CreateExplosion(playerPosition); } if (lives.currentLivesCount <= 0) { GameOver(); } else { //blockPlayerCoroutine = StartCoroutine (BlockPlayerInputTemporarily ()); } }