using UnityEngine; using System.Collections; using System.Collections.Generic; using Pathfinding; using System.Threading.Tasks; using System; using System.Linq; using System.Text; // Designed by the goat Jacob Weedman // Use on any basic enemy // // Configure to your likeing // Not all options apply with every configuration // // PREREQUISITES // 1. The "Seeker" script from the A* pathfinding library must be attatched to the same game object // 2. A Rigidbody2D component must be attatched to the same game object // 3. A _Collider2D component must be attatched to the same game object // 4. Various game objects are required to be in the scene in order for this to function properly // 5. Various children game objects are required in order for this to funciton properly public class MasterEnemyAIOld : MonoBehaviour { #region MISC VARIABLES (DO NOT CHANGE VALUES) GameObject target; GameObject Camera; float nextWaypointDistance = 5; Path path; int currentWaypoint = 0; bool reachedEndOfPath = false; GameObject player; GameObject barrel; public List SuitablePositions; public List AllPositions; float DistanceFromPlayer; Vector2 StartPosition; public List PatrolPositions; public GameObject LastKnownPlayerLocation; Transform DroneBayLocation; #endregion #region CONDITIONS/GENERAL INFORMATION public bool targetingPlayer = false; public bool inFiringCycle = false; bool currentlyReloading = false; bool currentlyPatrolling; bool canJump = true; bool canMove = true; // Prevent all movement bool canPursue = false; // Follow player bool canFire = true; bool canDash = true; bool currentlyMovingToNextPatrolTarget = false; float DesiredDistance; public int WeaponCurrentMagazineAmmount; public int NumberOfHitsPerMag = 0; bool canTeleport = true; float angle; bool currentlyInDroneBay = false; int CurrentBatteryCapacity; bool currentlyTravelingToDroneBay = false; bool currentlyRecharging = false; bool primed = false; // For self-explosion #endregion #region ENEMY STATS (Changeable in Unity) public float Speed = 1f; // In relation to player's walking speed public float JumpHeight = 1f; // In relation to player's regular jump height public float Health = 100; public float MinumumDistance = 5f; public float PatrolDistance = 15; public int PatrolStallTime = 2000; //ms public int PlayerDetectionRange = 20; public float dashSpeed = 40f; // Strength of the dash public int dashDelay = 1000; public float HiddenTransparencyAmmount = 0.05f; // Strength of the cloaked transparency public int TeleportCooldown = 500; //ms public int MaxBatteryCapacity = 30; // Depletes one every second it is out of the bay public int RechargeTime = 6000; //ms // Capabiltiies public bool AbilityDash = false; public bool AbilityInvisible = false; public bool AbilityJump = false; public bool AbilityTeleport = false; public bool AbilityShootAndMove = false; public bool AbilityReloadAndMove = false; public bool AbilityMove = false; public bool AbilityDynamicRelocation = false; public bool AbilityExplodeOnContact = false; public bool AbilityExplodeNearPlayer = false; public bool AbilityExplodeOnDeath = false; public bool AbilityPlayerESP = false; #endregion #region WEAPON STATS (CHANGEABLE in Unity) public GameObject EnemyProjectile; public string EnemyType = "GROUND"; // Options: "GROUND", "AIR" public bool IsDrone = false; public string WeaponType = "RANGED"; // Options: "RANGED", "ROCKET", "PARTICLE", "MELEE", "GRENADE", "NONE" public int WeaponDamage = 5; // Damage per hit public int WeaponFireRate = 300; // Delay in time between attacks both melee and ranged public float WeaponRandomSpread = 7.5f; // Random direction of lanched projectiles public int WeaponRange = 15; // Maximum range of the projectile before it drops off public float WeaponProjectileSpeed = 40f; // Speed of launched projectiles public int WeaponMagazineSize = 20; // Number of shots the enemy will take before having to reload public int WeaponReloadTime = 3000; // Time it takes to reload the magazine #endregion #region COMPONENT REFERENCES Seeker seeker; Rigidbody2D rb; #endregion #region ONCE THE ENEMY IS SPAWNED IN void Awake() { seeker = GetComponent(); rb = GetComponent(); if (transform.Find("ReloadingIndicator")) // Ensures Reloading Indicator Exists { transform.Find("ReloadingIndicator").GetComponent().enabled = false; } if (transform.Find("PursuingIndicator")) // Ensures Pursuing Indicator Exists { transform.Find("PursuingIndicator").GetComponent().enabled = false; } StartPosition = transform.position; AllPositions = GameObject.FindGameObjectsWithTag("PossiblePositions").ToList(); if (EnemyType == "GROUND") // Configure settings for Ground enemies { foreach (GameObject pos in AllPositions) { if (Vector2.Distance(pos.transform.position, StartPosition) <= PatrolDistance) { PatrolPositions.Add(pos); } } gameObject.layer = LayerMask.NameToLayer("Enemies"); foreach (Transform child in gameObject.transform) { child.gameObject.layer = LayerMask.NameToLayer("Enemies"); } if (PatrolPositions.Count() > 0) // Catches error when the game object starts outside of the game area { target = PatrolPositions[UnityEngine.Random.Range(0, PatrolPositions.Count)]; } else { target = null; } } if (EnemyType == "AIR") // Configure settings for Air enemies { gameObject.layer = LayerMask.NameToLayer("FlyingEnemies"); foreach (Transform child in gameObject.transform) { child.gameObject.layer = LayerMask.NameToLayer("FlyingEnemies"); } GetComponent().gravityScale = 0; target = Instantiate(GameObject.Find("FlyingTarget"), transform.position, Quaternion.identity); } Camera = GameObject.FindGameObjectWithTag("MainCamera"); player = GameObject.FindGameObjectWithTag("Player"); if (transform.Find("Barrel")) // Ensures barrel exists { barrel = transform.Find("Barrel").gameObject; } else { barrel = null; } LastKnownPlayerLocation = null; WeaponCurrentMagazineAmmount = WeaponMagazineSize; DesiredDistance = WeaponRange - 5; // Set default EnemyProjectile if it starts as NULL (DEV forgot to change it lmao) if (EnemyProjectile == null) { EnemyProjectile = GameObject.Find("GameObjectFolder").transform.Find("EnemyProjectile").gameObject; } InvokeRepeating("UpdatePath", 0f, 0.1f); InvokeRepeating("PathfindingTimeout", 0f, 10); if (IsDrone == true) { InvokeRepeating("BatteryDrain", 0f, 1); CurrentBatteryCapacity = MaxBatteryCapacity; DroneBayLocation = transform.parent.transform; } } #endregion #region INVOKE REPEATING METHODS // When enemy has reached the next node void OnPathComplete(Path p) { if (!p.error) { path = p; currentWaypoint = 0; } } // Select next node void UpdatePath() { if (seeker.IsDone() && target != null) { seeker.StartPath(rb.position, target.transform.position, OnPathComplete); } } // Pathfiniding Timeout void PathfindingTimeout() { if (target != null && Vector2.Distance(transform.position, target.transform.position) > 0.5 || LastKnownPlayerLocation == null) { //target = gameObject; MoveNextPatrol(); if (AbilityTeleport && canTeleport) { Teleport(); } } } // Battery Drain void BatteryDrain() { if (currentlyInDroneBay == false) { CurrentBatteryCapacity -= 1; } } #endregion #region MAIN LOGIC void FixedUpdate() { #region DEATH if (Health <= 0) { if (AbilityExplodeNearPlayer == false && AbilityExplodeOnContact == false && AbilityExplodeOnDeath == false) { // Create carcas GameObject DeadBody; DeadBody = Instantiate(gameObject, transform.position, Quaternion.identity); DeadBody.GetComponent().gravityScale = 1.5f; Destroy(GameObject.Find(DeadBody.name).GetComponent()); Destroy(GameObject.Find(DeadBody.name).GetComponent()); foreach (Transform child in DeadBody.transform) { GameObject.Destroy(child.gameObject); } Destroy(gameObject); } else if (AbilityExplodeOnDeath == true) { Explode(); } } // Explode when close to the player if (AbilityExplodeNearPlayer && primed && Vector2.Distance(player.transform.position, transform.position) <= 2) { Explode(); } #endregion #region ICONS // See where the enemy wants to go (DEBUGGING ONLY) /* if (target != null) { foreach (GameObject pos in AllPositions) { pos.GetComponent().enabled = false; } target.GetComponent().enabled = true; } */ if (targetingPlayer && transform.Find("PursuingIndicator")) { transform.Find("PursuingIndicator").GetComponent().enabled = true; if (AbilityInvisible) { Cloak(false); } } else if (transform.Find("PursuingIndicator")) { transform.Find("PursuingIndicator").GetComponent().enabled = false; if (AbilityInvisible) { Cloak(true); } } if (currentlyReloading && transform.Find("ReloadingIndicator")) { transform.Find("ReloadingIndicator").GetComponent().enabled = true; } else if (transform.Find("ReloadingIndicator")) { transform.Find("ReloadingIndicator").GetComponent().enabled = false; } //if (90 <= angle || angle <= 270) // FIX THIS //{ // barrel.transform.localScale = new Vector2(-barrel.transform.localScale.x, barrel.transform.localScale.y); //} #endregion #region MISC PATHFINDING // Player ESP if (AbilityPlayerESP) { LastKnownPlayerLocation = player; } if (path == null) return; if (target == null) return; if (currentWaypoint >= path.vectorPath.Count) { reachedEndOfPath = true; return; } else { reachedEndOfPath = false; } #endregion #region WEAPONATTACK // Check if enemy has line of sight on the player & if they are in the acceptable range if (WeaponCurrentMagazineAmmount > 0 && canFire == true && currentlyReloading == false && WeaponType != "NONE") { if (DetermineLineOfSight(gameObject, player) == true && Vector2.Distance(transform.position, player.transform.position) <= WeaponRange) { UseWeapon(); } } else if (WeaponCurrentMagazineAmmount == 0 && currentlyReloading == false) { ReloadWeapon(); } #endregion #region MOVEMENT // Call Dash if (DetermineLineOfSight(gameObject, player) && targetingPlayer && canDash == true && AbilityDash) { Dash(); } // Ground Movement if (canMove == true && EnemyType == "GROUND" && AbilityMove) { canFire = false; Vector2 direction = (Vector2)path.vectorPath[currentWaypoint] - rb.position; if (direction.x > 0) // Move right { rb.AddForce(new Vector2(Speed * 20, rb.linearVelocity.y)); } if (direction.x < 0) // Move left { rb.AddForce(new Vector2(-1 * Speed * 20, rb.linearVelocity.y)); } if (direction.y > 1f) // Wants to jump { JumpMethod(); } // A* logic float distance = Vector2.Distance(rb.position, path.vectorPath[currentWaypoint]); if (distance < nextWaypointDistance) { currentWaypoint++; } } // Air Movement if (canMove == true && EnemyType == "AIR" && AbilityMove) { Vector2 direction = ((Vector2)path.vectorPath[currentWaypoint] - rb.position).normalized; Vector2 force = direction * Speed * 20; rb.AddForce(force); // A* logic float distance = Vector2.Distance(rb.position, path.vectorPath[currentWaypoint]); if (distance < nextWaypointDistance) { currentWaypoint++; } } #endregion #region GROUND DETECTION //Detecting if the enemy has reached the ground if (EnemyType == "GROUND" && AbilityJump && GetComponentInChildren()) // Makes sure the enemy can jump before calculating { if (GetComponentInChildren().isGrounded == true && rb.linearVelocity.y == 0) { canJump = true; if (inFiringCycle == false) { canFire = true; } } else { canJump = false; canFire = false; } } #endregion #region PATROL & DETECTION // Check if the enemy is at the target location, used for moving to the next patrol target if (Vector2.Distance(transform.position, target.transform.position) <= 1) { currentlyMovingToNextPatrolTarget = false; } // Enemy detects player if (DetermineLineOfSight(gameObject, player) == true && Vector2.Distance(transform.position, player.transform.position) <= PlayerDetectionRange) { currentlyPatrolling = false; targetingPlayer = true; canPursue = true; primed = true; // Get the last know player location by finding which of the positions is closest to the player if (LastKnownPlayerLocation == null) { LastKnownPlayerLocation = gameObject; } foreach (GameObject pos in AllPositions) { if (Vector2.Distance(player.transform.position, pos.transform.position) < Vector2.Distance(player.transform.position, LastKnownPlayerLocation.transform.position)) { LastKnownPlayerLocation = pos; } } // Angle barrel towards player if (barrel != null) // Prevents Error { angle = Mathf.Atan2(player.transform.position.y - barrel.transform.position.y, player.transform.position.x - barrel.transform.position.x) * Mathf.Rad2Deg; } } // Player has broken line of sight and the enemy will attempt to move to the last known location else if (LastKnownPlayerLocation != null) { if (Vector2.Distance(transform.position, LastKnownPlayerLocation.transform.position) > 0.5) { canPursue = false; target = LastKnownPlayerLocation; if (AbilityTeleport && canTeleport) { Teleport(); } } if (Vector2.Distance(transform.position, LastKnownPlayerLocation.transform.position) < 0.5 && DetermineLineOfSight(player, gameObject) == false) { targetingPlayer = false; LastKnownPlayerLocation = null; } // Reset barrel rotation angle = 0f; } // Go back to patrol move else { primed = false; //LastKnownPlayerLocation = gameObject; currentlyPatrolling = true; targetingPlayer = false; if (IsDrone) { ReturnToDroneBay(); } else if (canMove == true && currentlyMovingToNextPatrolTarget == false) { MoveNextPatrol(); } // Reset barrel rotation angle = 0f; } // Rotate barrel towards player if (barrel != null) // PRevents error { Quaternion targetRotation = Quaternion.Euler(new Vector3(0, 0, angle)); barrel.transform.rotation = Quaternion.RotateTowards(barrel.transform.rotation, targetRotation, 200 * Time.deltaTime); } #endregion #region TARGET DETERMINATION if (canPursue == true) { // Catch desired distance error if (DesiredDistance <= MinumumDistance) { DesiredDistance = MinumumDistance + 1; } // If the player moves away (CHANGE TARGET) if (Vector2.Distance(target.transform.position, player.transform.position) > DesiredDistance) { ComputeClosestPositionToPlayer(); } // If the player is too close to the target (CHANGE TARGET) if (Vector2.Distance(target.transform.position, player.transform.position) < MinumumDistance) { ComputeClosestPositionToPlayer(); } // If the target is on the other side of the player (CHANGE TARGET) //if (Vector2.Distance(transform.position, player.transform.position) < Vector2.Distance(target.transform.position, player.transform.position)) //{ // ComputeClosestPositionToPlayer(); //} // If the player is not within line of sight of the desired position (CHANGE TARGET) if (DetermineLineOfSight(target, player) == false) { ComputeClosestPositionToPlayer(); } if (canTeleport && AbilityTeleport) { if (Vector2.Distance(transform.position, target.transform.position) > 0.5) { Teleport(); } } // If the enemy reaches the target if (Vector2.Distance(target.transform.position, transform.position) <= 1 && DetermineLineOfSight(gameObject, player)) { if (EnemyType == "AIR") { ComputeClosestPositionToPlayer(); } if (canTeleport && AbilityTeleport) { ComputeClosestPositionToPlayer(); Teleport(); } } } } #endregion #endregion #region USE WEAPON METHOD // Use Weapon async Awaitable UseWeapon() { if (AbilityShootAndMove == false) { canMove = false; } canFire = false; inFiringCycle = true; switch (WeaponType) { case "RANGED": // Create Projectile GameObject BulletInstance; BulletInstance = Instantiate(EnemyProjectile, barrel.transform.position, Quaternion.LookRotation(transform.position - GameObject.FindGameObjectWithTag("Player").transform.position + new Vector3(UnityEngine.Random.Range((-1 * WeaponRandomSpread), WeaponRandomSpread), UnityEngine.Random.Range((-1 * WeaponRandomSpread), WeaponRandomSpread), 0))); //BulletInstance.transform.parent = transform; // Variables BulletInstance.GetComponent().WeaponDamage = WeaponDamage; BulletInstance.GetComponent().WeaponRange = WeaponRange; // Send it on it's way BulletInstance.GetComponent().linearVelocity = BulletInstance.transform.forward * -1 * WeaponProjectileSpeed; BulletInstance.transform.rotation = Quaternion.Euler(new Vector3(0, 0, Vector2.SignedAngle(Vector2.right, BulletInstance.transform.forward) - 90)); break; case "ROCKET": // Create Rocket GameObject Rocket; Rocket = Instantiate(EnemyProjectile, barrel.transform.position, Quaternion.LookRotation(transform.position - GameObject.FindGameObjectWithTag("Player").transform.position + new Vector3(UnityEngine.Random.Range((-1 * WeaponRandomSpread), WeaponRandomSpread), UnityEngine.Random.Range((-1 * WeaponRandomSpread), WeaponRandomSpread), 0))); // Variables Rocket.GetComponent().WeaponDamage = WeaponDamage; Rocket.GetComponent().duration = 30; // Send it on its way Rocket.GetComponent().linearVelocity = Rocket.transform.forward * -1 * WeaponProjectileSpeed; Rocket.transform.rotation = Quaternion.Euler(new Vector3(0, 0, Vector2.SignedAngle(Vector2.right, Rocket.transform.forward) - 90)); break; case "PARTICLE": // Create particle GameObject ParticleWeapon; ParticleWeapon = Instantiate(EnemyProjectile, new Vector3(barrel.transform.position.x + UnityEngine.Random.Range(-0.5f, 0.5f), barrel.transform.position.y + UnityEngine.Random.Range(-0.5f, 0.5f), EnemyProjectile.transform.position.z), Quaternion.identity); ParticleWeapon.GetComponent().linearVelocity = new Vector2(transform.position.x - player.transform.position.x + UnityEngine.Random.Range(-WeaponRandomSpread, WeaponRandomSpread), transform.position.y - player.transform.position.y + UnityEngine.Random.Range(-WeaponRandomSpread, WeaponRandomSpread)).normalized * 1.25f * WeaponRange * -1; // Set variables ParticleWeapon.GetComponent().destroy = true; ParticleWeapon.GetComponent().opacity = true; ParticleWeapon.GetComponent().damageAmmount = WeaponDamage; break; case "MELEE": GameObject.Find("GameData").GetComponent().CurrentHealth -= WeaponDamage; break; case "GRENADE": break; default: Debug.Log("Invalid or no weapon seleted."); break; } WeaponCurrentMagazineAmmount--; await Awaitable.WaitForSecondsAsync(WeaponFireRate/1000); canFire = true; canMove = true; inFiringCycle = false; } #endregion #region MISC METHODS async Awaitable Dash() { canDash = false; await Awaitable.WaitForSecondsAsync(dashDelay/1000); // Dash delay ms // Flash Red gameObject.GetComponent().color = new Color(1f, 0f, 0f, 1f); await Awaitable.WaitForSecondsAsync(500/1000); gameObject.GetComponent().color = new Color(1f, 1f, 1f, 1f); await Awaitable.WaitForSecondsAsync(500/1000); gameObject.GetComponent().color = new Color(1f, 0f, 0f, 1f); await Awaitable.WaitForSecondsAsync(500/1000); gameObject.GetComponent().color = new Color(1f, 1f, 1f, 1f); await Awaitable.WaitForSecondsAsync(500/1000); // Perform dash rb.linearVelocity = new Vector2(transform.position.x - player.transform.position.x, transform.position.y - player.transform.position.y).normalized * dashSpeed * -1; canDash = true; } // Reload Weapon async Awaitable ReloadWeapon() { canFire = false; if (AbilityReloadAndMove == false) { canMove = false; } //play reload animation currentlyReloading = true; await Awaitable.WaitForSecondsAsync(WeaponReloadTime/1000); WeaponCurrentMagazineAmmount = WeaponMagazineSize; currentlyReloading = false; if (NumberOfHitsPerMag / WeaponMagazineSize < 0.5 && AbilityDynamicRelocation) { DesiredDistance -= 5; } NumberOfHitsPerMag = 0; canFire = true; canMove = true; } // Part of the patrol cycle async Awaitable MoveNextPatrol() { LastKnownPlayerLocation = null; DesiredDistance = WeaponRange - 5; canPursue = false; currentlyMovingToNextPatrolTarget = true; if (EnemyType == "GROUND") { //Find Random Position nearby if (Vector2.Distance(transform.position, target.transform.position) <= 0.5 || PatrolPositions.Contains(target) == false) { target = PatrolPositions[UnityEngine.Random.Range(0, PatrolPositions.Count)]; await Awaitable.WaitForSecondsAsync(PatrolStallTime/1000); } } if (EnemyType == "AIR") { //Find Random Position nearby target.transform.position = new Vector2((StartPosition.x + UnityEngine.Random.Range(-1 * PatrolDistance, PatrolDistance)), (StartPosition.y + UnityEngine.Random.Range(-1 * PatrolDistance, PatrolDistance))); await Task.Delay(PatrolStallTime); } } // Teleport async Awaitable Teleport() { canTeleport = false; transform.position = target.transform.position; await Awaitable.WaitForSecondsAsync(TeleportCooldown/1000); canTeleport = true; } // Cloak void Cloak(bool state) { if (state) { gameObject.GetComponent().color = new Color(1f, 1f, 1f, HiddenTransparencyAmmount); } else { gameObject.GetComponent().color = new Color(1f, 1f, 1f, 1f); } } // General Utility bool DetermineLineOfSight(GameObject object1, GameObject object2) { Vector3 RaycastStart = object1.transform.position; Vector3 RaycastDirection = (object2.transform.position - object1.transform.position).normalized; float RaycastDistance = Vector3.Distance(object2.transform.position, object1.transform.position); if (Physics2D.Raycast(RaycastStart, RaycastDirection, RaycastDistance, LayerMask.GetMask("SolidGround")) == false) { Debug.DrawRay(RaycastStart, RaycastDirection * RaycastDistance); return true; } else { return false; } } // Part of the pursue cycle void ComputeClosestPositionToPlayer() { canMove = true; if (EnemyType == "GROUND") { SuitablePositions.Clear(); foreach (GameObject query in AllPositions) { // Check the distance of the position if (Vector2.Distance(query.transform.position, player.transform.position) < DesiredDistance && Vector2.Distance(query.transform.position, player.transform.position) >= MinumumDistance) { // Check line of sight of the position if (DetermineLineOfSight(query, player)) { SuitablePositions.Add(query); } } } if (SuitablePositions.Count > 0) { target = SuitablePositions[UnityEngine.Random.Range(0, SuitablePositions.Count)]; if (AbilityTeleport == false) { foreach (GameObject pos in SuitablePositions) { //Find the point that is closest to the enemy if (Vector2.Distance(transform.position, pos.transform.position) < Vector2.Distance(transform.position, target.transform.position)) { target = pos; } } } } } if (EnemyType == "AIR") { //if (DetermineLineOfSight(player, gameObject)) //{ target.transform.position = new Vector2((player.transform.position.x + UnityEngine.Random.Range(-MinumumDistance, MinumumDistance)), (player.transform.position.y + MinumumDistance + UnityEngine.Random.Range(-5, 0))); //} } } // Perform jump async Awaitable JumpMethod() { if (canJump == true && AbilityJump) { rb.linearVelocity = new Vector2(rb.linearVelocity.x, JumpHeight * 12); canJump = false; await Awaitable.WaitForSecondsAsync(500/1000); } } // Return To Drone Bay async Awaitable ReturnToDroneBay() { if (currentlyTravelingToDroneBay == false && currentlyInDroneBay == false) { currentlyTravelingToDroneBay = true; target.transform.position = DroneBayLocation.position; } } // Recharge async Awaitable Recharge() { currentlyRecharging = true; canMove = false; canFire = false; seeker.enabled = false; transform.position = DroneBayLocation.position; rb.linearVelocity = Vector3.zero; currentlyTravelingToDroneBay = false; await Awaitable.WaitForSecondsAsync(RechargeTime/1000); CurrentBatteryCapacity = MaxBatteryCapacity; currentlyRecharging = false; canFire = true; } // Explode void Explode() { // Shake Camera Camera.GetComponent().shakeCamera(0.8f, 0.5f); // Create Explosion GameObject Explosion; Explosion = Instantiate(GameObject.Find("Explosion"), new Vector3(transform.position.x, transform.position.y, GameObject.Find("Explosion").transform.position.z), Quaternion.identity); Explosion.transform.rotation = Quaternion.Euler(Vector3.forward); // Set Variables Explosion.GetComponent().destroy = true; Explosion.GetComponent().opacity = true; Explosion.GetComponent().timer = 3; Explosion.GetComponent().damageAmmount = WeaponDamage; // Destroy Flying Target //if (EnemyType == "AIR") //{ // Destroy(target); //} //gameObject.GetComponent().enabled = false; // Destroy GameObject Destroy(gameObject); } // On contact void OnTriggerEnter2D(Collider2D collision) { if (primed && AbilityExplodeOnContact) { if (collision.gameObject.layer == LayerMask.NameToLayer("SolidGround") || collision.gameObject.layer == LayerMask.NameToLayer("Enemies") || collision.gameObject.layer == LayerMask.NameToLayer("Player")) { Explode(); } } } } #endregion