public void ShootProjectile() { GameObject proj = Instantiate(projectile, muzzle.position, muzzle.rotation); EnemyHitPoints enemyHP = target.GetComponentInChildren <EnemyHitPoints> (); proj.GetComponent <TroopProjectile>().SetTarget(attackDamage, enemyHP.hitTarget); }
private void OnTriggerExit(Collider other) { EnemyHitPoints enemyHP = other.transform.GetComponent <EnemyHitPoints> (); //if (other.transform == target) // target = null; }
private void OnTriggerEnter(Collider other) { EnemyHitPoints enemyHP = other.transform.GetComponent <EnemyHitPoints> (); if (enemyHP != null && !targets.Contains(enemyHP.transform)) { targets.Add(enemyHP.transform); } currentState.OnTriggerEnter(other); }
public override void OnTriggerEnter(Collider other) { EnemyHitPoints enemyHP = other.transform.GetComponent <EnemyHitPoints>(); if (enemyHP != null) { controller.target = enemyHP.transform; if (controller.DistanceToTarget() > controller.fightRange) { ToAggroState(); } else { ToFightState(); } } }
public void DealDamage() { EnemyHitPoints enemyHP = target.GetComponent <EnemyHitPoints> (); enemyHP.TakeDamage(attackDamage); }