void CollisionController(Collider other) //Funcion que configura las colisiones con el Player. { Instantiate(softEnemyExplosion, other.transform.position, Quaternion.identity); //Se instancia la explosion de daño de la nave. DestroyCollider(other); //Destruye el objeto colisionador. if (healthControllerClassReference.currentHealth <= 0) //Si la salud de la nave es menor o igual a cero... { UXControllerClassReference.AddScore(scoreForDestroy); spawnEnemiesClassReference.isEnemyOnScene = false; Instantiate(DestructionEnemyExplosion, other.transform.position, Quaternion.identity); spawnEnemiesClassReference.attackInvoke = true; if (gameObject.tag == "LevelBoss") { spawnEnemiesClassReference.isLevelBossOnScene = false; spawnEnemiesClassReference.isLevelBossDestroyed = true; if (indexCurrentScene < 6) { nextSceneClass.goToNextScene = true; nextSceneClass.InvokeNextStage(); UXControllerClassReference.InvokeMissionCompletedUXActive(); } } if (gameObject.tag == "FinalBoss") { spawnEnemiesClassReference.isFinalBossOnScene = false; spawnEnemiesClassReference.finalBossDestroyed = true; nextSceneClass.goToNextScene = true; nextSceneClass.InvokeNextStage(); UXControllerClassReference.GameOver(); } Destroy(gameObject); } }
IEnumerator TextConfig() { for (int i = 0; i < Texts.Length; i++) { sentence1.SetActive(true); sentenceText.text = Texts[i]; yield return(new WaitForSeconds(7f)); sentence1.SetActive(false); } nextSceneClass.goToNextScene = true; nextSceneClass.InvokeNextStage(); }