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Question by Sitgreaff · May 26, 2020 at 04:19 PM · c#collision2d gamecollider2dontriggerenter2d

Alternative OnTriggerEnter2D for class instances

There is a class “Enemies” containing a method that needs to be called when a instance of the “Enemy” collides with a game character. Instances differ only in characteristics (class fields). In this case, I create a separate script for each type of enemy, in which I write about the same thing, although in fact only the characteristics need to be changed. After that I bind the script to the prefab of the desired opponent. Is it possible to transfer to OnTriggerEnter2D, for example, a public List ? Or in what other way can I implement the creation of all instances of the class in one script, without tying it to prefabs?

    class Enemy 
     {
     // public static int "lot of a characteristics"
         public Enemy( //lot of a characteristics )
         {
          //  this.lot of a characteristics = lot of a characteristics ;
         }
     
        public void onCollision(Collider2D collision) 
         {
             if (collision.gameObject.CompareTag("Player"))
             {
              //code
                 AfterEnemyDeath();
                 pushEnemy();
             }
         }
         private void AfterEnemyDeath()
         {
            //code
         }
         void pushEnemy()
         {
           //code
         }
     }
 
 //first enemy
     public class Enemy_1: MonoBehaviour
     {
         public GameObject enemy_1_obj;
         Enemy enemy_1;
         private void Start()
         {
              enemy_1 = new Enemy(lot of a characteristics );   
         }
         private void OnTriggerEnter2D(Collider2D collision)
         {
                 enemy_1.onCollision(collision);  
         }
         private void Update()
         {
             if (enemy_1.live == false) Destroy(enemy_1_obj);
         }   
     }
 
 //second enemy
  public class Enemy_2: MonoBehaviour
     {
         public GameObject enemy_2_obj;
         Enemy enemy_2;
         private void Start()
         {
              enemy_2 = new Enemy(lot of a characteristics);      
         }
     
         private void OnTriggerEnter2D(Collider2D collision)
         {
                 enemy_2.onCollision(collision);  
         }
         private void Update()
         {
             if (enemy_2.live == false) Destroy(enemy_2_obj);
         }   
     }
 
 
 
 
 
 
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