void setNewProj(BulletAbstract thisBullet) { thisBullet.MoveSpeed = SpeedBullet; thisBullet.BulletDamage = Damage; thisBullet.BulletRange = Range; thisBullet.Through = Through; thisBullet.WidthRange = WidthRange; thisBullet.SpeedZone = SpeedZone; thisBullet.TimeStay = TimeDest; thisBullet.Projectil = Projectile; thisBullet.canExplose = Explosion; thisBullet.Diameter = Diameter; thisBullet.FarEffect = FarEffect; thisBullet.TimeFarEffect = TimeFarEffect; }
void OnTriggerEnter(Collider other) { if (other.tag == Constants._PlayerBullet && myEtatAgent == AgentEtat.aliveAgent) { BulletAbstract getBA = other.GetComponent <BulletAbstract>(); /*if ( !getBA.Through ) * { * Destroy(other.gameObject); * }*/ lifeAgent -= getBA.BulletDamage; if (lifeAgent <= 0) { myEtatAgent = AgentEtat.deadAgent; transform.GetComponent <Renderer>().material = deadMaterial; DeadFonction(); StartCoroutine(WaitRespawn()); } } }