void OnTriggerEnter2D(Collider2D col) { //If the player collides with the patrolling enemy and not hiding if (col.gameObject.tag == "Player" && player.hide == false) { //Monster stops moving // speed = 0; //deactivate monster when colliding with player player.SetInvisible(); StartCoroutine("SetInactive"); } }
//When the player collides with the patrolling enemy void OnTriggerEnter2D(Collider2D col) { //If the player collides with the patrolling enemy and not hiding if (col.gameObject.tag == "Player" && player.hide == false) { //player.chasingMonsterScript = this; // Stop the monster; it will not be able to return to the normal speed. speedNormal = speedChasing = 0; player.SetInvisible(); anim.SetBool("Kill", true); StartCoroutine("StartMovement"); //If monster is facing left and the player is behind the monster OR monster is facing //right and player is behind the monster if ((!facingRight && (gameObject.transform.position.x < player.transform.position.x)) || (facingRight && (gameObject.transform.position.x > player.transform.position.x))) { //Flip the monster to face the player FlipEnemy(); } } }
//When the player collides with the patrolling enemy void OnTriggerEnter2D(Collider2D col) { if (col.gameObject.name == "BasementWallRight") //&& isCaught) { this.gameObject.SetActive(false); } //If the player collides with the patrolling enemy and is not caught and hunter is moving if (col.gameObject.tag == "Player" && !player.hide && speed > 0) //&& isCaught) { player.canHide = false; player.killedByHunter = true; killPlayer = true; anim.SetBool("Kill", true); //stores instance of this in player player.hunterScript = this; //Monster stops moving speed = 0; player.normalSpeed = 0; player.SetInvisible(); //anim.ResetTrigger("Kill"); ////removed fip code, possibly needs an offset //If monster is facing left and the player is behind the monster OR monster is facing //right and player is behind the monster /* * if ((!facingRight && (gameObject.transform.position.x < player.transform.position.x)) || (facingRight && (gameObject.transform.position.x > player.transform.position.x))) ||{ || //Flip the monster to face the player || FlipEnemy(); ||} */ } }