private void OnTriggerEnter(Collider other) { if (other.tag == "Player_1_HeadCollider") { gameController.Decrease_Player_2_Stamina(); Debug.Log("Player 1 - head hit"); Instantiate(attackSFX, this.transform.position, Quaternion.identity); gameController.HeadHit_Player1(); gameController.DecreaseNumberOfHits(); DoHeadDamage(); } if (other.tag == "Player_1_BodyCollider") { gameController.Decrease_Player_2_Stamina(); Debug.Log("Player 1 - body hit"); Instantiate(attackSFX, this.transform.position, Quaternion.identity); gameController.BodyHit_Player1(); gameController.DecreaseNumberOfHits(); DoBodyDamage(); } if (other.tag == "Player_1_LegsCollider") { gameController.Decrease_Player_2_Stamina(); Debug.Log("Player 1 - legs hit"); Instantiate(attackSFX, this.transform.position, Quaternion.identity); gameController.LegsHit_Player1(); gameController.DecreaseNumberOfHits(); DoLegsDamage(); } // If collider hits defending hit box if (other.tag == "Player_1_HeadDefending") { gameController.Decrease_Player_2_Stamina(); Debug.Log("Player 1 - head block"); //Instantiate(attackSFX, this.transform.position, Quaternion.identity); Instantiate(blockSFX, this.transform.position, Quaternion.identity); uiM.BlockOverlay_ON(); gameController.DecreaseNumberOfHits(); } if (other.tag == "Player_1_BodyDefending") { gameController.Decrease_Player_2_Stamina(); Debug.Log("Player 1 - body block"); //Instantiate(attackSFX, this.transform.position, Quaternion.identity); Instantiate(blockSFX, this.transform.position, Quaternion.identity); uiM.BlockOverlay_ON(); gameController.DecreaseNumberOfHits(); } if (other.tag == "Player_1_LegsDefending") { gameController.Decrease_Player_2_Stamina(); Debug.Log("Player 1 - legs block"); //Instantiate(attackSFX, this.transform.position, Quaternion.identity); Instantiate(blockSFX, this.transform.position, Quaternion.identity); uiM.BlockOverlay_ON(); gameController.DecreaseNumberOfHits(); } }