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bulletHit.cs
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bulletHit.cs
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using UnityEngine;
using System.Collections;
public class bulletHit : MonoBehaviour {
public float weaponDamage;
public GameObject explosionEffect;
projectileController myPC;
// Use this for initialization
void Awake () {
myPC = GetComponentInParent<projectileController> ();
}
// Update is called once per frame
void Update () {
}
void OnTriggerEnter2D(Collider2D other){
if (other.gameObject.layer == LayerMask.NameToLayer ("Platforms") || other.gameObject.layer == LayerMask.NameToLayer ("Enemy")) {
myPC.removeForce();
Instantiate(explosionEffect,transform.position,transform.rotation);
Destroy(gameObject);
if(other.tag == "Enemy"){
enemyHealth hurtEnemy = other.gameObject.GetComponent<enemyHealth>();
hurtEnemy.addDamage(weaponDamage);
}
if(other.tag == "Boss"){
BossHealthManager hurtEnemy = other.gameObject.GetComponent<BossHealthManager>();
hurtEnemy.addDamage(weaponDamage);
}
}
}
void OnTriggerStay2D(Collider2D other){
if (other.gameObject.layer == LayerMask.NameToLayer ("Platforms") || other.gameObject.layer == LayerMask.NameToLayer ("Enemy")) {
myPC.removeForce();
Instantiate(explosionEffect,transform.position,transform.rotation);
Destroy(gameObject);
if(other.tag == "Enemy"){
enemyHealth hurtEnemy = other.gameObject.GetComponent<enemyHealth>();
hurtEnemy.addDamage(weaponDamage);
}
if(other.tag == "Boss"){
BossHealthManager hurtEnemy = other.gameObject.GetComponent<BossHealthManager>();
hurtEnemy.addDamage(weaponDamage);
}
}
}
}