/** * @brief * sprawdzanie kolizji komu ma zadac obrazenia i kiedy ma sie zniszczyc a kiedy ma pominc kolizje */ protected void OnTriggerEnter2D(Collider2D collision) { IGetDamaged target = collision.GetComponent <IGetDamaged>(); if (collision.gameObject.tag == "Bullet") { return; } if (collision.gameObject.tag == "Gun") { return; } if (collision.gameObject.tag == "Surface") { return; } if (target != null) { target.GetDamage(damage); } Destroy(gameObject); //IBulletDestroyable detory = collision.GetComponent<IBulletDestroyable>(); //if (collision.GetComponent<IBulletDestroyable>() != null) //{ // Destroy(gameObject); //} }
private void OnTriggerEnter2D(Collider2D collision) { IGetDamaged target = collision.GetComponent <IGetDamaged>(); if (target != null) { target.GetDamage(damage); } }
protected void OnTriggerEnter2D(Collider2D collision) { IGetDamaged target = collision.GetComponent <IGetDamaged>(); if (collision.gameObject.tag == "Wall") { //Physics2D.IgnoreCollision(collision.gameObject.GetComponent<Collider2D>(), GetComponent<TilemapCollider2D>()); return; } if (collision.gameObject.tag == "Square") { return; } if (collision.gameObject.tag == "Triangle") { return; } if (collision.gameObject.tag == "Ciercle") { return; } if (collision.gameObject.tag == "Enemy") { return; } if (collision.gameObject.tag == "Gun") { return; } if (collision.gameObject.tag == "EnemyBullet") { return; } if (collision.gameObject.tag == "Surface") { return; } if (target != null) { target.GetDamage(damage); } Destroy(gameObject); }
private void OnTriggerEnter2D(Collider2D collision) { if (collision.gameObject.tag == "Bullet" || collision.gameObject.tag == "EnemyBullet" || collision.gameObject.tag == "Triangle") { return; } IGetDamaged target = collision.GetComponent <IGetDamaged>(); if (target != null) { target.GetDamage(10000); } }
void OnParticleCollision(GameObject other) { IGetDamaged target = other.GetComponent <IGetDamaged>(); if (target != null) { target.GetDamage(damage); } //int collCount = PSystem.GetSafeCollisionEventSize(); //int eventCount = PSystem.GetCollisionEvents(other, CollisionEvents); //for (int i = 0; i < eventCount; i++) //{ // //TODO: Do your collision stuff here. // // You can access the CollisionEvent[i] to obtaion point of intersection, normals that kind of thing // // You can simply use "other" GameObject to access it's rigidbody to apply force, or check if it implements a class that takes damage or whatever //} }