void OnTriggerEnter(Collider other) { if (other.tag == "Player") { DmgTextController.CreateFloatingText(damageToGive.ToString(), transform); HealthManager.HurtPlayer(damageToGive); Destroy(gameObject); } }
public virtual void giveDamage(int damageToGive) { if (name == "TowerShot B" || name == "TowerShot R") // Nay I say { enemyHealth -= damageToGive; // oh yeah this gives dmg to something that shouldn´t even have a health system!!! Great for perfomance.... } else { enemyHealth -= damageToGive; DmgTextController.CreateFloatingText(damageToGive.ToString(), transform); } }
void OnTriggerEnter(Collider other) { if (other.tag == "Player") { Debug.Log("doing dmg"); DmgTextController.CreateFloatingText(damageToGive.ToString(), transform); // HealthManager.HurtPlayer(damageToGive); HealthManager.dodmg = true; // GetComponent<Player>().GetComponent<HealthManager>().giveDamageAtAoe(damageToGive); // GetComponent<HealthManager>().giveDamageAtAoe(damageToGive); } }
void OnTriggerEnter(Collider other) { if (other.tag == "Player") { if (Random.Range(1, 101) == 100) { damageToGive = Random.Range(15, 20); } else if (Random.Range(1, 105) == 101) { damageToGive = 0; } else { damageToGive = Random.Range(1, 10); } DmgTextController.CreateFloatingText(damageToGive.ToString(), transform); HealthManager.HurtPlayer(damageToGive); GetComponent <HealthManager>().giveDamageAtAoe(damageToGive); } }
void dmg(int damageToGive) { Debug.Log("continue dmg"); enemyHealth -= damageToGive; DmgTextController.CreateFloatingText(damageToGive.ToString(), transform); }