using System.Collections;
using System.Collections.Generic;
public class EnemyWalker : MonoBehaviour
Collider2D enemyCollider;
mPoint = GameObject.FindGameObjectsWithTag("mPoint");
exit = GameObject.FindWithTag("Finish");
enemy = GetComponent<Transform>();
enemyCollider = GetComponent<Collider2D>();
anim = GetComponent<Animator>();
Manager.Instance.RegisterEnemy(this);
for (int n = 0; n < mPoint.Length; n++)
if (n == nextPoint && isDead == false)
transform.position = Vector2.MoveTowards(transform.position, mPoint[n].transform.position, speed * Time.deltaTime);
if (nextPoint == mPoint.Length && isDead == false)
transform.position = Vector2.MoveTowards(transform.position, exit.transform.position, speed * Time.deltaTime);
else if (nextPoint > mPoint.Length)
Manager.Instance.UnregisterEnemy(this);
Manager.Instance.IsWaveOver();
void OnTriggerEnter2D(Collider2D collision)
if (collision.tag == "mPoint")
else if(collision.tag == "Finish")
Manager.Instance.RoundEscaped += 1;
Manager.Instance.TotalEscaped += 1;
else if (collision.tag == "ProjectTile")
ProjectTile newP = collision.gameObject.GetComponent<ProjectTile>();
EnemyHit(newP.AttackDamage);
Destroy(collision.gameObject);
public void EnemyHit(int hitPoint)
if (health - hitPoint > 0)
anim.SetTrigger("didDie");
enemyCollider.enabled = false;
Manager.Instance.TotalKilled += 1;
Manager.Instance.addMoney(rewardAmount);
Manager.Instance.IsWaveOver();