void CheckColliders() { if (collidedList.Count > 0 && collidedList[0] != null) { foreach (Collider2D col in collidedList) { if (!collidersDamaged.Contains(col)) { collidersDamaged.Add(col); if (col.CompareTag("Player")) // Change for variable reference to Tag to allow being used by player??? { Character_Health charHealth = col.GetComponent <Character_Health>(); // Hit impact FX. Apply the correct rotation, position, sprites and layerMask to an impactFX. //HitImpact.PlayImpactFX(myCol.transform.position, col.transform.position, projSO.sO_ImpactFX, projSO.contactFilter.layerMask, col); // Apply damage to the player. col.GetComponent <Character_Health>().TakeDamage(projSO.Damage, ((Vector2)charHealth.transform.position - (Vector2)this.transform.position).normalized); //print("Projectile hit the Player"); } else if (col.CompareTag("Destructible")) { // Get destructible script and apply damage to the object. col.GetComponent <Clutter_Health>().ReceiveDamage(projSO.Damage, myCol.transform.position, col.bounds.center); //print("ARO HIT DA BOXES YA."); } else { // This should be the obstacles that just destroy the projectile nothing else. //print("Projectile hit the a Wall most likely."); } // Turn off the projectile with collision. if (projSO.destroyOnContact) { HitImpact.PlayImpactFX(myCol, col.transform.position, projSO.sO_ImpactFX, projSO.contactFilter.layerMask, col, true); DeactivateProjectile(); } } } } }
public IEnumerable <NextNodeOption> ProcessNode(Character_Health node) { throw new NotImplementedException(); }