private void OnCollisionEnter2D(Collision2D collision) { if (chara.dashing == true) { if (collision.gameObject.tag == "LRBreak" && dashDirection.Equals("leftRight")) { Destroy(collision.gameObject); } else if (collision.gameObject.tag == "UpBreak" && dashDirection.Equals("up")) { Destroy(collision.gameObject); } else if (collision.gameObject.tag == "DownBreak" && dashDirection.Equals("down")) { Destroy(collision.gameObject); } else if (collision.gameObject.tag == "break") { //Destroy(collision.gameObject); } } else if (collision.gameObject.tag == "break") { chara.PlayerDamage(); } }
void OnCollisionEnter2D(Collision2D collision) { if (collision.gameObject.tag == "Player") { if (player.dashing) { if (health == 1) { Debug.Log("Destoying this object"); Destroy(this.gameObject); } else { StartCoroutine("Damage"); } } else { player.PlayerDamage(); Debug.Log("Damage"); //StartCoroutine(Respawn()); if (sr.flipX && !(this.gameObject.name.Contains("boss"))) { sr.flipX = false; enem.speed = -enem.speed; } else if (!(this.gameObject.name.Contains("boss"))) { sr.flipX = true; enem.speed = -enem.speed; } } } }
public void OnTriggerEnter(Collider col) { if (col.gameObject.CompareTag("bullet")) //check object colliding in tag player { GameObject explosionprefab = Instantiate(explosion, col.transform.position, transform.rotation); // instantieate a particle system Destroy(explosionprefab, 3f); //destroy particle Destroy(col.gameObject); //destroy bullet lifeEnemy--; if (lifeEnemy <= 0) { lifeEnemy = 0; type = typeEnemy.dead; } } if (col.gameObject.CompareTag("Player")) { type = typeEnemy.dead; PlayerScript.PlayerDamage(); } }