private void Shoot() { List <Unit> possibleAims = unit.aimComponent.GetPossibleAims(); BaseDamageComponent damage = unit.GetDamageComponent(); damage.DealDamage(possibleAims, unit); }
private void OnTriggerEnter2D(Collider2D collision) { if (collision.tag == "Enemy" || collision.tag == "Boss") { BaseDamageComponent baseDamage = collision.gameObject.GetComponent <BaseDamageComponent>() as BaseDamageComponent; if (baseDamage != null) { baseDamage.Damage(evaStats.Damage); } else { Debug.LogError("ERROR: Enemigo " + collision.gameObject.name + " sin componente de daño"); Debug.Break(); } } }
private void Start() { animator = gameObject.GetComponent <Animator>(); spriteRenderer = gameObject.GetComponent <SpriteRenderer>(); statsComponent = gameObject.GetComponent <BaseStatsComponent>() as BaseStatsComponent; if (statsComponent == null) { Debug.LogError("ERROR: No se ha detectado componente de Stats en Jefe Avispa"); Debug.Break(); } damageComponent = gameObject.GetComponent <BaseDamageComponent>() as BaseDamageComponent; if (damageComponent == null) { Debug.LogError("ERROR: No se ha detectado componente de Damage en Jefe Avispa"); } numberHoles = holes.Length; fadeOutRatio = 1 / fadeOutTime; }