private void OnTriggerEnter2D(Collider2D col) { if (col.transform.tag == "Player") { pC = col.GetComponent <PlayerController>(); fC = col.GetComponentInChildren <FightingController>(); if (pC.health > 0) { if (lowAttack == true && fC.lowBlocking == true) { pC.health -= damage / 4; pC.updateHealthSlider(); } if (fC.lowBlocking == false && lowAttack == false) { pC.knockBack(-knockBackPower); pC.health -= damage; pC.stopSpecial(); bloodEffect(); pC.updateHealthSlider(); } if (fC.lowBlocking == true && lowAttack == false) { pC.knockBack(-knockBackPower); pC.health -= damage; pC.stopSpecial(); bloodEffect(); pC.updateHealthSlider(); } else if (lowAttack == true && fC.lowBlocking == false) { pC.knockBack(-knockBackPower); pC.health -= damage; pC.stopSpecial(); bloodEffect(); pC.updateHealthSlider(); } if (pC.health <= 0) { if (dieNinja == false) { pC.Die(0); } if (dieNinja == true) { pC.Die(1); } gM.DisplayWinner(1); gM.shutItDown(1); } } } if (col.transform.tag == "Player2") { pC = col.GetComponent <PlayerController>(); fC = col.GetComponentInChildren <FightingController>(); if (pC.health > 0) { if (lowAttack == true && fC.lowBlocking == true) { pC.health -= damage / 4; pC.updateHealthSlider(); } if (fC.lowBlocking == false && lowAttack == false) { pC.knockBack(knockBackPower); pC.health -= damage; pC.stopSpecial(); bloodEffect(); pC.updateHealthSlider(); } if (fC.lowBlocking == true && lowAttack == false) { pC.knockBack(knockBackPower); pC.health -= damage; pC.stopSpecial(); bloodEffect(); pC.updateHealthSlider(); } else if (lowAttack == true && fC.lowBlocking == false) { pC.knockBack(knockBackPower); pC.health -= damage; pC.stopSpecial(); bloodEffect(); pC.updateHealthSlider(); } if (pC.health <= 0) { if (dieNinja == false) { pC.Die(0); } if (dieNinja == true) { pC.Die(1); } gM.DisplayWinner(0); gM.shutItDown(0); } } } }
private void Awake() { ParentRB = transform.parent.GetComponent <Rigidbody2D>(); rb = GetComponent <Rigidbody2D>(); fightingController = GameObject.Find("Player").GetComponent <FightingController>(); }