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BulletTrigger.cs
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using UnityEngine;
using Unity.Entities;
/*
* Handles bullet logic for colliding with enemies.
*/
public class BulletTrigger : MonoBehaviour
{
//Cached enemylayer.
static int enemyLayer = -1;
//Our gameobjectentity.
GameObjectEntity gameObjectEntity;
//Our spriterenderer;
SpriteRenderer spriteRenderer;
//Cached gameKeeper.
public GameKeeper gameKeeper;
private void Awake()
{
//Cache EnemyLayer if we haven't already.
if (enemyLayer == -1)
{
enemyLayer = LayerMask.NameToLayer("Enemy");
}
//Get our GameObjectEntity.
gameObjectEntity = GetComponent<GameObjectEntity>();
spriteRenderer = GetComponent<SpriteRenderer>();
}
private void OnTriggerEnter2D(Collider2D other)
{
//Check if we hit an enemy and if we are visible. We don't want to be able to shoot out of the scene.
if(other.gameObject.layer == enemyLayer && spriteRenderer.isVisible)
{
int ScoreReward = (int)(gameKeeper.scoreRewards.ScoreDestroyedAsteroid / other.gameObject.transform.localScale.x);
//Add score for destroying asteroid.
gameKeeper.scoreKeeper.AddScore(ScoreReward);
//Pick position right between us and them.
Vector3 textPosition = gameObject.transform.position - (gameObject.transform.position - other.gameObject.transform.position) / 2;
//Spawn score popup text where the enemy was.
gameKeeper.SpawnPopupText(textPosition, ScoreReward.ToString(), Color.green);
//Destroy enemy.
Destroy(other.gameObject);
//Destroy self.
Destroy(this.gameObject);
}
}
}