private void OnTriggerEnter(Collider other) { if (other.transform.tag == "Player") { kill_You_Dead = other.GetComponent <HP_Mana>(); kill_You_Dead.Damage(100f); } }
public void Drain_Dat_Mana_Son() { players_Near_Pillar = Physics.OverlapSphere(transform.position, 30f); foreach (var player in players_Near_Pillar) { if (player.gameObject.tag == "Player") { manaShootDirection = player.transform.position - transform.position; transform.rotation = Quaternion.LookRotation(manaShootDirection); give_Me_Blue_Koolaid = player.gameObject.GetComponent<HP_Mana>(); give_Me_Blue_Koolaid.Blue_Koolaid(); manaDrainSound.Play(); manaDrainParticles.Play(); } } }
private void Start() { hp_Mana_System = GetComponent <HP_Mana>(); hash_Browns.Add("S_DeathRay", S_DeathRay); // Need To Add All Spells In CVS file hash_Browns.Add("S_Fireball", S_FireBall); hash_Browns.Add("S_DrainMana", S_ManaDrain); hash_Browns.Add("S_TeleportToTarget", S_TeleportToTarget); hash_Browns.Add("S_Blink", S_Blink); hash_Browns.Add("S_FistOfVengeance", S_FistOfVengeance); hash_Browns.Add("A_Charge", A_Charge); character = GetComponent <CharacterController>(); GameObject fistOfVengenaceObj = (GameObject)Instantiate(particles_FistOfVengeance); fistOfVengeanceScript = fistOfVengenaceObj.GetComponent <FistOfVengeance>(); fistOfVengenaceObj.SetActive(false); stun_Particles = (GameObject)Instantiate(stun_Particles); stun_Particles.SetActive(false); for (int i = 0; i < TotalAmountOfSpellsAllowed; i++) { GameObject telepotToLocObj = (GameObject)Instantiate(particles_TeleportToLoc); GameObject teleportSmokeObj = (GameObject)Instantiate(particle_TeleportSmoke); telepotToLocObj.SetActive(false); teleportSmokeObj.SetActive(false); teleportToLocParticlesList.Add(telepotToLocObj); teleportSmokeParticlesList.Add(teleportSmokeObj); if (i == TotalAmountOfSpellsAllowed - 1) { for (int j = 0; j < TotalAmountOfSpellsAllowed + 5; j++) { GameObject particles_DeathRayObj = (GameObject)Instantiate(particles_DeathRay); particles_DeathRayObj.SetActive(false); particles_DeathRayList.Add(particles_DeathRayObj); } } } }