Example #1
0
 private void OnTriggerEnter(Collider other)
 {
     if (other.CompareTag("MayoShot") || other.CompareTag("KetShot"))
     {
         PlayerShotProperties shotProps = other.GetComponent <PlayerShotProperties>();
         hitPoints -= shotProps.ReportDamage();
         if ((other.CompareTag("MayoShot") && CompareTag("MayoEnemy")) ||
             (other.CompareTag("KetShot") && CompareTag("KetEnemy")))
         {
             GoodDestroyed();
         }
         if ((other.CompareTag("KetShot") && CompareTag("MayoEnemy")) ||
             (other.CompareTag("MayoShot") && CompareTag("KetEnemy")))
         {
             BadDestroyed();
         }
         DestroyBullet(other.gameObject, shotProps);
     }
 }
Example #2
0
 private void OnTriggerEnter(Collider other)
 {
     if (other.CompareTag("PlayerShot"))
     {
         // We need to decrement the hitPoints by the damage of the playerShot
         // How can we define this? How can we get this?
         // Do we just have a PlayerShotProperties script?
         // We may need something like rb = GetComponent<Rigidbody>(); here?
         PlayerShotProperties shotProps = other.GetComponent <PlayerShotProperties>();
         hitPoints -= shotProps.ReportDamage();
         if (hitPoints <= 0)
         {
             GetDestroyed();
         }
         // This will eventually need to test for piercing shots and not destroy the player shot if it
         // is a piercing shot.
         DestroyBullet(other.gameObject, shotProps);
     }
 }
Example #3
0
 void DestroyBullet(GameObject other, PlayerShotProperties shotProps)
 {
     Instantiate(shotProps.poof, other.transform.position, other.transform.rotation);
     Destroy(other);
 }