public void OnTriggerEnter2D(Collider2D col) { // ----- HERO - PROJECTILE ----- // Colision hero->projectile if (gameObject.CompareTag("Hero") && col.gameObject.CompareTag("Projectile")) { heroManager.ReactTo_ProjectileCollision(); } // Colision projectile->hero if (gameObject.CompareTag("Projectile") && col.gameObject.CompareTag("Hero")) { projectileController.ReactTo_HeroCollision(); } // ----- HERO - PROJECTILE 2 ----- // Note: projectile 2's are projectiles being fired by boss that are "unhidden" // This tag was created to make sure each projectile got unhidden only once // (so there wouldn't be more sfx than needed) // Colision hero->"projectile 2" if (gameObject.CompareTag("Hero") && col.gameObject.CompareTag("Projectile 2")) { heroManager.ReactTo_ProjectileCollision(); } // Colision "projectile 2"->hero if (gameObject.CompareTag("Projectile 2") && col.gameObject.CompareTag("Hero")) { projectileController.ReactTo_HeroCollision(); } // ----- HERO - ENEMY ----- // Colision hero->enemy if (gameObject.CompareTag("Hero") && col.gameObject.CompareTag("Enemy")) { //heroManager.ReactTo_FlawedProjectile_Collision(); } // ----- HERO - PROJECTILE WALL ----- // Collision hero->"projectile wall" if (gameObject.CompareTag("Hero") && col.gameObject.CompareTag("Projectile Wall")) { heroManager.ReactTo_ProjectileWallCollision(col.gameObject); } // ----- PROJECTILE - BOSS ----- // Collision "projectile returning"->boss if (gameObject.CompareTag("Projectile Returning") && col.gameObject.CompareTag("Boss")) { projectileController.ReactTo_BossCollision(); } // Collision boss->"projectile returning" if (gameObject.CompareTag("Boss") && col.gameObject.CompareTag("Projectile Returning")) { bossManager.ReactTo_ReturnedShotCollision(); } // ----- PROJECTILE - ENEMY FIRING AREA (1 & 2) ----- // Collision projectile->"enemy firing area" if (gameObject.CompareTag("Projectile") && col.gameObject.CompareTag("Enemy Firing Area")) { if (!isBigProjectile) { projectileController.ReactTo_FiringAreaCollision(); } } // Collision projectile->"enemy firing area 2" if (gameObject.CompareTag("Projectile") && col.gameObject.CompareTag("Enemy Firing Area 2")) { if (isBigProjectile) { projectileController.ReactTo_FiringAreaCollision(); } } // ----- PROJECTILE - INPUT DENIER----- // Collision projectile->"input denier" if (gameObject.CompareTag("Projectile") && col.gameObject.CompareTag("Input Denier")) { projectileController.ReactTo_Projectile_InputDenier_Collision(); } // ----- BACKGROUND LOOP CHECKER - BACKGROUND ----- // Collision "background loop checker"->background if (gameObject.CompareTag("Background Loop Checker") && col.gameObject.CompareTag("Background")) { mapManager.LoopCheckerRoadsBg_ReactTo_RoadCollision(col.gameObject); } // ----- BG LOOP CHECKER CITY - BG CITY (1 & 2) ----- // Collision "backgroung loop checker city"->"bg city" if (gameObject.CompareTag("Background Loop Checker City") && col.gameObject.CompareTag("Bg City")) { //mapManager.HorizontalLoopCheckerCityBg_ReactTo_CityCollision(col.gameObject); } // Collision "backgroung loop checker city 2"->"bg city" if (gameObject.CompareTag("Background Loop Checker City 2") && col.gameObject.CompareTag("Bg City")) { //mapManager.VerticalLoopCheckerCityBg_ReactTo_CityCollision(col.gameObject); } // ----- HERO - LANDING AREA ----- // Collision hero->"landing area" if (gameObject.CompareTag("Hero") && col.gameObject.CompareTag("Landing Area")) { heroManager.Hero_ReactTo_LandingAreaCollision(); } // ----- HERO - OFF LIMIT WALLS ----- // Colision hero->"bg off limit walls" if ((gameObject.CompareTag("Hero") || gameObject.CompareTag("Hero Dying")) && col.gameObject.CompareTag("Bg Off Limit Walls")) { heroManager.ReactTo_OffLimitWallsCollision(); } // ----- BOSS - OFF LIMIT WALLS ----- // Collision boss->"bg off limit walls" if (gameObject.CompareTag("Boss") && col.gameObject.CompareTag("Bg Off Limit Walls")) { bossManager.ReactTo_OffLimitWallsCollision(true, false, false); } // Collision "boss gun"->"bg off limit walls" if (gameObject.CompareTag("Boss Gun") && col.gameObject.CompareTag("Bg Off Limit Walls")) { bossManager.ReactTo_OffLimitWallsCollision(false, true, false); } // Collision "boss hoverboard"->"bg off limit walls" if (gameObject.CompareTag("Boss Hoverboard") && col.gameObject.CompareTag("Bg Off Limit Walls")) { bossManager.ReactTo_OffLimitWallsCollision(false, false, true); } }