private void OnCollisionEnter2D(Collision2D collision) { //Enemy... killed when not dashing if (collision.gameObject.tag == "Enemy" && !shield.GetIsWearingShield() && !isDashing) { Die(); } else if (collision.gameObject.tag == "DeadlyThing" && !shield.GetIsWearingShield()) { Die(); } else if (collision.gameObject.tag == "Invincible") { InvincibleObject invincibleObject = collision.gameObject.GetComponent <InvincibleObject>(); if (invincibleObject != null) { shield.WearShieldInSec(invincibleObject.GetInvincibleTime()); } } }
private void OnTriggerEnter2D(Collider2D collision) { if (collision.gameObject.tag == "Invincible") { InvincibleObject invincibleObject = collision.gameObject.GetComponent <InvincibleObject>(); if (invincibleObject != null) { shield.WearShieldInSec(invincibleObject.GetInvincibleTime()); } } else if (collision.gameObject.tag == "Enemy" && !shield.GetIsWearingShield() && !isDashing) { Die(); } else if (collision.gameObject.tag == "DieBottomCollider") { Die(); } else if (collision.gameObject.tag == "Water") { StartCoroutine(DrownPlayer()); } }