// Start is called before the first frame update void Awake() { fey = GameObject.FindWithTag("Fey").GetComponent <Fey>(); PlayerPrefs.SetInt("wasDead", true?1:0); PlayerPrefs.SetInt("hasBuddy", false?1:0); PlayerPrefs.SetInt("Health", fey.Health); }
private void Start() { parent = gameObject.GetComponentInParent <Fey>(); }
//cooldown before object can take damage again private void OnTriggerEnter2D(Collider2D other) { if (!(other.CompareTag("Player") && this.CompareTag("Player")) && !(other.CompareTag("Player") && this.CompareTag("Fey")) && !(other.CompareTag("Fey") && this.CompareTag("Player")) && !(other.CompareTag("Fey") && this.CompareTag("Fey")) && !(other.CompareTag("Buddy Bullet") && this.CompareTag("Buddy Bullet")) && !(other.CompareTag("Buddy Bullet") && this.CompareTag("Fey")) && !(other.CompareTag("Fey") && this.CompareTag("Buddy Bullet")) && !(other.CompareTag("Enemy") && this.CompareTag("Enemy")) && !(other.CompareTag("EnemyBullet") && this.CompareTag("EnemyBullet")) && !(other.CompareTag("EnemyBullet") && this.CompareTag("Enemy")) && !(other.CompareTag("Enemy") && this.CompareTag("EnemyBullet")) ) { IDamage hit = other.GetComponent <IDamage>(); if (hit != null) { if (this.CompareTag("Button")) { Debug.Log(this); hit.Damage(1); } else if (other.CompareTag("Fey") && other.gameObject.layer != 10) { Debug.Log("fey hurted"); Fey fey = other.GetComponent <Fey>(); if (!fey._immunity) { hit.Damage(damageDealt); fey.tookDamage(); } } else if (other.CompareTag("Enemy") && gameObject.layer != 16) { Enemy enemy = other.GetComponent <Enemy>(); if (enemy != null) { if (!enemy._immunity) { hit.Damage(damageDealt); enemy.tookDamage(); } } } else if (other.CompareTag("EnemyBullet")) { hit.Damage(damageDealt); } else { hit.Damage(damageDealt); } } /*if (hit != null){ * if (this.CompareTag("Button")) * { * Debug.Log(this); * hit.Damage(1); * } * else * { * if (damageDealt > 0) * { * //Debug.Log("hit: " + other.name); * //call our interface in order to access its methods related to the object this is attached to * //should be attached to the fight hitbox. * if (_immunity == false) * { * hit.Damage(damageDealt); * * _immunity = true; * StartCoroutine(EnemyImmunityCoolDown()); * } * } * } * }*/ } }
// Start is called before the first frame update private void Awake() { parent = gameObject.GetComponentInParent <Fey>(); }