//method when Nemesis collides with player or laser private void OnTriggerEnter2D(Collider2D collision) { if (collision.tag == "Player") { if (_player != null) { Instantiate(_explosion, new Vector3(transform.position.x, transform.position.y, 0), Quaternion.identity); _player.PlayerDamage(); } Destroy(this.gameObject); } else if (collision.tag == "Laser") { Destroy(collision.gameObject); if (_player != null) { Instantiate(_explosion, new Vector3(transform.position.x, transform.position.y, 0), Quaternion.identity); //add 10 to the player's score _player.AddToPlayerScore(); } Destroy(this.gameObject); } }
//collision with player or laser private void OnTriggerEnter2D(Collider2D collision) { if (collision.tag == "Laser") { Destroy(collision.gameObject); Instantiate(_explosionPrefab, new Vector3(transform.position.x, transform.position.y, 0), Quaternion.identity); Destroy(this.gameObject); } else if (collision.tag == "Player") { if (_player != null) { Instantiate(_explosionPrefab, new Vector3(transform.position.x, transform.position.y, 0), Quaternion.identity); _player.PlayerDamage(); Destroy(this.gameObject); } } }
//method for when enemy makes contact with the player or laser private void OnTriggerEnter2D(Collider2D collision) { if (collision.tag == "Player") { if (_player != null) { Instantiate(_explosion, new Vector3(transform.position.x, transform.position.y, 0), Quaternion.identity); _player.PlayerDamage(); //calls the playerdamage() from the playerleveltwo script to subtract 1 life from the player } Destroy(this.gameObject); } else if (collision.tag == "Laser") { Destroy(collision.gameObject); Instantiate(_explosion, new Vector3(transform.position.x, transform.position.y, 0), Quaternion.identity); //add 10 to score _player.AddToPlayerScore(); Destroy(this.gameObject); } }