private void OnCollisionEnter2D(Collision2D hitInfo) { CameraShaker.Instance.ShakeOnce(3f, 2f, 0.1f, 0.5f); if (hitInfo.gameObject.tag == "Player") { PlayerHealth ph = hitInfo.gameObject.GetComponent <PlayerHealth>(); if (ph != null) { FindObjectOfType <GameManager>().detectionLevelDream(PrefsContainer.instance.enemyBulletDisturbance); ph.TakeDamage(bulletDamage); killObject(); } } else if (hitInfo.gameObject.tag == "host") { HostHealth hh = hitInfo.gameObject.GetComponent <HostHealth>(); if (hh != null) { FindObjectOfType <GameManager>().detectionLevelDream(PrefsContainer.instance.enemyBulletDisturbance); hh.TakeDamage(bulletDamage); killObject(); } } else if (hitInfo.gameObject.tag == "Enemy") { Destroy(hitInfo.gameObject); killObject(); } else { Invoke("killObject", 3f); } }
private void OnCollisionEnter2D(Collision2D collision) { CameraShaker.Instance.ShakeOnce(2f, 1f, 0.1f, 0.5f); if (tm.InDreamWorld2 || tm.InDreamWorld3) { damage = damage * 3; } if (collision.gameObject.tag == "Enemy") { EnemyHealth eh = collision.gameObject.GetComponent <EnemyHealth>(); if (eh != null) { eh.TakeDamage(damage); killObject(); } } else if (collision.gameObject.tag == "host") { HostHealth hh = collision.gameObject.GetComponent <HostHealth>(); if (hh != null) { hh.TakeDamage(damage); killObject(); } } else { killObject(); } }
private void OnCollisionEnter2D(Collision2D hitInfo) { CameraShaker.Instance.ShakeOnce(3f, 2f, 0.1f, 0.5f); if (tm.InDreamWorld2 || tm.InDreamWorld3) { damage = damage * 3; } if (hitInfo.gameObject.tag == "host") { HostHealth hh = hitInfo.gameObject.GetComponent <HostHealth>(); if (hh != null) { hh.TakeDamage(damage); Instantiate(impactEffect, transform.position, transform.rotation); AreaDamageEnemies(transform.position, blastRadius, Blastdamage); killObject(); } } else if (hitInfo.gameObject.tag == "Enemy") { EnemyHealth eh = hitInfo.gameObject.GetComponent <EnemyHealth>(); if (eh != null) { eh.TakeDamage(damage); Instantiate(impactEffect, transform.position, transform.rotation); AreaDamageEnemies(transform.position, blastRadius, Blastdamage); killObject(); } } else { Instantiate(impactEffect, transform.position, transform.rotation); AreaDamageEnemies(transform.position, blastRadius, Blastdamage); killObject(); } }