using System; using System.Collections.Generic; using UnityEngine; public class EnemyCountRuntime : MonoBehaviour { private List enemiesInRange = new(); //was supposed to be entity list but trygetcomponent isn't needed because we aren't using the actual entity values public EnemyCountPowerup baseSO; public PlayerAbility thisAbility; private void OnTriggerEnter2D(Collider2D other) { if (!other.CompareTag(tag)) { enemiesInRange.Add(other); } thisAbility.powerMultiplier = 1 + baseSO.damageIncreasePercentage * enemiesInRange.Count; //does not stack with other multipliers and must be fixed } private void OnTriggerExit2D(Collider2D other) { if (!other.CompareTag(tag) && enemiesInRange.Contains(other)) { enemiesInRange.Remove(other); } } }