void OnCollisionStay2D(Collision2D _collision) // Bu ozellik simdilik sadece basic monsterda var. { passingTimeSinceLastCollision += Time.deltaTime; if (_collision.collider.tag.Equals("Player") && passingTimeSinceLastCollision > collisionCooldown) { IAlive _aliveScript = _collision.gameObject.GetComponent <IAlive>(); _aliveScript.DamageTakingCalculations(damage); passingTimeSinceLastCollision = 0; } }
private void OnTriggerEnter2D(Collider2D _collision) { if (_collision.gameObject.CompareTag("Player") && !hasEntered) { //Burda alive scriptini cekip hasar verdir //Playerin damageTaking animasyonunu yap //Dusmanlarinkinden farkli renkte popup hasar cikar IAlive _aliveScript = _collision.gameObject.GetComponent <IAlive>(); _aliveScript.DamageTakingCalculations(damage); hasEntered = true; } }
public void OnTriggerEnter2D(Collider2D _collider) { if (_collider.tag.Equals("Enemy")) { IAlive _aliveScript = _collider.GetComponent<IAlive>(); IDamageableParticle _particleScript = _collider.GetComponent<IDamageableParticle>(); IEnemyAI _enemyAIScript = _collider.GetComponent<IEnemyAI>(); _aliveScript.DamageTakingCalculations(damage); // Bura hedef oldugunde son hasari bastirmiyor. _enemyAIScript.DamageTakingAnimation(angle, force); _particleScript.InitializeParticle(_particleCollisionWithTarget); Destroy(this.gameObject); } else if (_collider.tag.Equals("Ground")) { InitializeParticle(_particleCollisionWithObstacle); Destroy(this.gameObject); } }