public override void UpdatePhysics()
    {
        //Check if touching player
        Collider2D[] cols = Physics2D.OverlapCircleAll((Vector2)transform.position, HitRadius + .5f);

        for (int i = 0; i < cols.Length; i++)
        {
            if (cols[i].tag != "Player")
            {
                continue;
            }

            EntityJetpack p = cols[i].GetComponent <EntityJetpack>();
            p.RefillFuel();
            //Kill ourselves
            //TakeDamage(1);
        }
    }
Beispiel #2
0
    bool CheckForPlayer()
    {
        //Check if touching player
        Collider2D[] cols = Physics2D.OverlapCircleAll((Vector2)transform.position, Radius + .5f, playerMask);

        for (int i = 0; i < cols.Length; i++)
        {
            if (cols[i].tag != "Player")
            {
                continue;
            }

            EntityJetpack p = cols[i].GetComponent <EntityJetpack>();
            if (!p.IsDead)
            {
                p.TakeDamage(Damage);
                return(true);
            }
        }
        return(false);
    }