using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class BulletScript : MonoBehaviour
{
[SerializeField] GameObject mediumAsteroidParent;
[SerializeField] GameObject smallAsteroidParent;
private void Start()
{
}
void Update()
{
// Wrap bullet to other side of screen.
if (transform.position.x < -8.5f)
{
transform.position = new Vector2(8.5f, transform.position.y);
}
else if (transform.position.x > 8.5f)
{
transform.position = new Vector2(-8.5f, transform.position.y);
}
if (transform.position.y < -6.5f)
{
transform.position = new Vector2(transform.position.x, 6.5f);
}
else if (transform.position.y > 6.5f)
{
transform.position = new Vector2(transform.position.x, -6.5f);
}
}
private void OnTriggerEnter2D(Collider2D collision)
{
Vector2 rightPosition = transform.position + new Vector3(2f, 0f, 0f);
Vector2 leftPosition = transform.position + new Vector3(-2f, 0f, 0f);
if (collision.gameObject.tag == "Asteroid")
{
Destroy(gameObject);
Debug.Log("asteroid destroyed spawn more asteroids");
GameObject medAsteroid = Instantiate(mediumAsteroidParent, rightPosition, Quaternion.identity);
medAsteroid = Instantiate(mediumAsteroidParent, leftPosition, Quaternion.identity);
////Debug.Log("asteroid destroyed spawn more asteroids");//previous non working code
//AsteroidManager.Instance.spawnAsteroidNew(collision.gameObject.transform.position);
int index = AsteroidManager.Instance.GetAsteroids().IndexOf(collision.gameObject);
if (index != -1)
AsteroidManager.Instance.DeleteAsteroid(index); // Just two lines for readability.
}
if(collision.gameObject.tag == "medium")
{
GameObject smallAsteroid = Instantiate(smallAsteroidParent, rightPosition, Quaternion.identity);
smallAsteroid = Instantiate(smallAsteroidParent,leftPosition, Quaternion.identity);
Destroy(collision.gameObject);
Destroy(gameObject);
}
if(collision.gameObject.tag == "small")
{
Destroy(collision.gameObject);
Destroy(gameObject);
}
}
}