// when an explosion hits the character public void hitByExplosion(GrenadeBS grenade, int realDam) { if (realDam > 0) { health -= realDam; } }
// throw a grenade! public void MakeTertiaryAttack(GameObject attacker, Vector2 direction, GrenadeBS grenade) { GameObject grenObj = grenade.gameObject; SpriteRenderer sr = grenObj.GetComponent <SpriteRenderer>(); sr.enabled = true; //grenade.GetComponent<ItemBS>().coldr.enabled = true; THIS IS DONE IN THE GRENADE CLASS grenObj.transform.position = attacker.transform.position; grenObj.transform.rotation = attacker.transform.rotation; grenObj.transform.parent = gameObject.transform; // set gamestate to parent, not shooter grenade.User = attacker; grenade.throwGrenade(direction); Character_BS att_char = attacker.GetComponent <Character_BS>(); att_char.tertiaryWeapon = null; // TODO: set this to the next tertiary weapon }