override protected void Start() { _shootHandler = gameObject.GetComponentInChildren <ShootHandler>(); _lifeHandler = gameObject.GetComponent <ShipLifeHandler>(); MaxSpeed = MAX_SPEED; //speed we can reach in 1 sec RotSpeed = ROT_SPEED; //speed we can turn in 1 sec ShipBoundaryRadius = BOUNDARY_RADIUS; _lifeHandler.Health = HEALTH; _shootHandler.DamageDealtModifier = DAMAGE_DEALT_MODIFIER; }
protected override void OnTriggerEnter2D(Collider2D collision) { if (collision.CompareTag("Shield")) { Destroy(gameObject); } ShipLifeHandler shipCollidedWithHandler = collision.gameObject.GetComponent <ShipLifeHandler>(); if (shipCollidedWithHandler != null) { shipCollidedWithHandler.TakeDamage(gameObject.layer, Damage); Destroy(gameObject); } }
override protected void Start() { _shootHandler = gameObject.GetComponentInChildren <ShootHandler>(); _lifeHandler = gameObject.GetComponent <ShipLifeHandler>(); MaxSpeed = MAX_SPEED; //speed we can reach in 1 sec RotSpeed = ROT_SPEED; //speed we can turn in 1 sec ShipBoundaryRadius = BOUNDARY_RADIUS; ResetHealth(); _shootHandler.DamageDealtModifier = DAMAGE_DEALT_MODIFIER; _shootHandler.PlayerLayer = this.gameObject.layer; NetworkServerUI.SendHealthInfo((gameObject.layer - Constants.LAYER_OFFSET) + 1, HEALTH, true); }
protected override void OnTriggerEnter2D(Collider2D collision) { if (collision.CompareTag("Shield")) { Destroy(gameObject); } ShipLifeHandler shipCollidedWithHandler = collision.gameObject.GetComponent <ShipLifeHandler>(); if (shipCollidedWithHandler != null) { shipCollidedWithHandler.takeDamage(Damage); if (shipCollidedWithHandler.IsDead) { _scoreManager.UpdateScore(gameObject.layer); } Destroy(gameObject); } }