private void OnTriggerEnter2D(Collider2D other) { // Kill by player punch switch (other.gameObject.layer) { case GameConstants.PLAYER_LAYER: controller.Die(); break; case GameConstants.SHELL_LAYER: // Kill by helmet power controller.Die(); var transform1 = transform; var projectile = Instantiate(LaunchProjectilePrefab, transform1.position, transform1.rotation); projectile.direction = PlayerController.Instance.transform.localScale.x; break; case GameConstants.PROJECTILE_LAYER: // Kill by projectile controller.Die(); other.gameObject.SetActive(false); break; case GameConstants.ENEMY_BARRIER: // Hit barrier while roaming if (State == EnemyState.Roaming) { wallDirection = roamDirection; controller.Speed = 0; FlipRoam(); } break; } }
private void OnCollisionEnter2D(Collision2D other) { if (other.collider.gameObject.layer == GameConstants.ENEMY_LAYER) { controller.Die(); } }