When my character hits the gameobject collider, an enemy will be spawned and the collider is disabled, cuz I do not want to spawn multiple enemies. When my character dies and I have to start from the beginning, the collider should be enabled again to spawn the enemy again.
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class TriggerSpawner : MonoBehaviour
{
public EnemySpawn enemyspawn;
void OnTriggerEnter2D(Collider2D other)
{
if (other.gameObject.CompareTag("Player"))
{
enemyspawn.SpawnEnemy();
gameObject.GetComponent<BoxCollider2D>().enabled = false;
}
}
}
//in other class
private void SetHealth(float health)
{
var actualNextHealth = Mathf.Min(m_maxHealth, health);
m_currentHealth = actualNextHealth;
if (m_healthBar != null && m_maxHealth > 0f)
m_healthBar.SetHealth(actualNextHealth / m_maxHealth);
if (m_currentHealth <= 0f)
{
UpdateHighscore();
Die();
}
}
private void Die()
{
m_character.NotifyDied();
if (m_canRespawn)
{
SetVulnerable();
RemovePoison();
m_hazards.Clear();
gameObject.transform.position = m_spawnPosition;
SetHealth(m_maxHealth);
}
else {
Destroy(gameObject);
}
}
You can create a static variable in the trigger script that you assign the Collider value to it. When an enemy is spawned it deactivates, as in your code.
When you die, it will reactivate.