53 lines
1.4 KiB
C#
53 lines
1.4 KiB
C#
using Platformer.Core;
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using Platformer.Mechanics;
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using Platformer.Model;
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using UnityEngine;
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using static Platformer.Core.Simulation;
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namespace Platformer.Gameplay
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{
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/// <summary>
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/// Fired when a Player collides with an Enemy.
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/// </summary>
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/// <typeparam name="EnemyCollision"></typeparam>
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public class PlayerEnemyCollision : Simulation.Event<PlayerEnemyCollision>
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{
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public EnemyController enemy;
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public PlayerController player;
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PlatformerModel model = Simulation.GetModel<PlatformerModel>();
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public override void Execute()
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{
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var willHurtEnemy = player.Bounds.center.y >= enemy.Bounds.max.y;
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if (willHurtEnemy)
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{
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var enemyHealth = enemy.GetComponent<Health>();
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if (enemyHealth != null)
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{
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enemyHealth.Decrement();
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if (!enemyHealth.IsAlive)
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{
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Schedule<EnemyDeath>().enemy = enemy;
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player.Bounce(2);
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}
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else
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{
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player.Bounce(7);
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}
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}
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else
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{
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Schedule<EnemyDeath>().enemy = enemy;
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player.Bounce(2);
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}
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}
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else
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{
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Schedule<PlayerDeath>();
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}
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}
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}
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} |