// Update is called once per frame
 void Update()
 {
     //checks for shield
     if (Input.GetKeyDown(KeyCode.Q))
     {
         pSystems.ShieldCheck();
     }
     //debug stuff
     if (Input.GetKeyDown(KeyCode.F))
     {
         pSystems.PlayerTakeDamage(20);
     }
 }
 private void OnTriggerEnter(Collider other)
 {
     if (other.gameObject.tag == "Player" && !isDamaged)
     {
         Debug.Log("hitted" + other.gameObject.name);
         player.PlayerTakeDamage(damage);
         isDamaged = true;
     }
 }
    private void OnTriggerEnter(Collider other)
    {
        if (other.gameObject.tag == "Enemy")
        {
            Physics.IgnoreCollision(handCollider, other.GetComponent <Collider>());
        }

        if (other.gameObject.tag == "Player" && _enemy.attacking)
        {
            _pSystems.PlayerTakeDamage(_enemyStats.damage);
            StartCoroutine(Delay());
        }
    }
Beispiel #4
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    private void OnTriggerEnter(Collider other)
    {
        if (other.gameObject.tag == "ArrowCollider")
        {
            Destroy(gameObject);
        }

        if (other.gameObject.tag == "Player")
        {
            _player.PlayerTakeDamage(arrowDamage);
            Destroy(gameObject);
        }
    }
 private void OnTriggerEnter(Collider other)
 {
     if (other.gameObject.tag == "Trap")
     {
         if (_player.isShielded)
         {
             return;
         }
         else
         {
             p_systems.PlayerTakeDamage(5);
         }
     }
 }