void OnTriggerEnter(Collider collision) { switch (collision.tag) { case "Player": status = aistatus.attack; // InvokeRepeating("Attack", 1f, 2f); break; case "AI": if (nav.enabled) { // nav.SetDestination(uppos); } break; case "PlayerBullet": // Destroy(gameObject); Bulletcontroll bcontroll = collision.GetComponent <Bulletcontroll>(); CateDownHp(bcontroll.damage); // collision.transform.SetParent(transform); //Debug.Log("collisionPlayerBullet" + collision.name + HP); break; case "Walls": break; default: break; } }
void OnTriggerEnter(Collider collision) { //Debug.Log(collision.name); switch (collision.tag) { case "Player": acontroll.status = aistatus.attack; // InvokeRepeating("Attack", 1f, 2f); break; case "AI": break; case "PlayerBullet": //temppos = collision.transform.position; Bulletcontroll bcontroll = collision.GetComponent <Bulletcontroll>(); acontroll.CateDownHp(bcontroll.damage); // Debug.Log("Onhurt"+collision.transform.gameObject); // Debug.Log("Onhurtif" + collision.transform.gameObject); // ArrowStop(collision.transform, collision.GetComponent<TrailRenderer>() // , collision.GetComponent<Rigidbody>() // ,collision.GetComponent<BoxCollider>(), true); break; case "Walls": break; default: break; } }