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December 2, 2021 03:57
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triggerenter2d
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private void OnTriggerEnter2D(Collider2D collision) | |
{ | |
switch (collision.tag) | |
{ | |
case "Enemy": | |
Destroy(gameObject); | |
break; | |
case "Player": | |
Player _player = collision.transform.GetComponent<Player>(); | |
if (_player != null) | |
{ | |
_player.Damage(); | |
} | |
Explosion(); | |
break; | |
case "Shield": | |
Explosion(); | |
break; | |
case "Big_Laser": | |
Explosion(); | |
break; | |
case "Laser": | |
Explosion(); | |
Destroy(collision.gameObject); | |
break; | |
} | |
} | |
void Explosion() | |
{ | |
Instantiate(_explosion, transform.position, Quaternion.identity); | |
Destroy(gameObject); | |
} |
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