private void OnTriggerEnter2D(Collider2D collision) { Transform detectedObject = collision.gameObject.transform.parent; float detectedObjectPriority; if (detectedObject != null) { // TO:DO use Troop data to find if the detected object is an enemy if (troopData.isEnemy != TargetIsEnemy(detectedObject)) { detectedObjectPriority = GetTargetPriority(detectedObject); if (detectedObjectPriority > actualTargetPriority) { if (ActualTarget != null) { closeTargets.Add(ActualTarget); } if (attackAction.IsAttacking) { attackAction.StopAttack(); } ActualTarget = detectedObject; } else if (!closeTargets.Contains(detectedObject)) { closeTargets.Add(detectedObject); } } } }
public override void Die() { TroopAttackActions attackAction = GetComponent <TroopAttackActions>(); if (attackAction.IsAttacking) { attackAction.StopAttack(); } if (deathEffect != null) { Instantiate(deathEffect, transform.position, transform.rotation); } Destroy(gameObject); }