private void OnTriggerEnter2D(Collider2D other) { if (other.gameObject.CompareTag("Enemy")) { other.gameObject.GetComponent <Enmity>().HitByPlayer(); ds.damageSword(ds.damagePerHit); } }
// Update is called once per frame void Update() { if (!defending && (Input.GetKeyDown(KeyCode.X) || Input.GetButtonDown("Hero B")) && itemDurability.canUseShield() && !attacking) { defending = true; // Durability stuff here StartCoroutine(BraceShield()); if (ct.hasSword) { playerAnimator.Play("HeroGuardSword"); } else { playerAnimator.Play("HeroGuard"); } //print("Blocking"); } else if (Input.GetKeyUp(KeyCode.X) || Input.GetButtonUp("Hero B")) { defending = false; if (ct.hasSword) { if (ct.hasShield) { playerAnimator.Play("HeroIdleSwsh"); } else { playerAnimator.Play("HeroIdleSword"); } } else { if (ct.hasShield) { playerAnimator.Play("HeroIdleShield"); } else { playerAnimator.Play("HeroIdle"); } } StartCoroutine(LowerShield()); } else if ((Input.GetKeyDown(KeyCode.Z) || Input.GetButtonDown("Hero A")) && itemDurability.canUseSword() && !attacking) { attacking = true; itemDurability.damageSword(itemDurability.damagePerSwing); StartCoroutine(SwordAttack()); } }