private void TryHit(DamageController damageController) { if (canAttack) { damageController.DealDamage(strength); animator?.SetBool("Attack", true); canAttack = false; Invoke("ResetCanAttack", coolDown); } }
void OnTriggerEnter(Collider collider) { // do not collide with own spawner if (collider.gameObject.GetInstanceID() == spawningGameObjectId) { //Debug.Log("Projectile collided with own spawner..."); return; } // prevent friendly fire, i.e. only damage enemies if (collider.gameObject.CompareTag("Enemy")) { //Debug.Log("Projectile collided with enemy!"); DamageController damageController = collider.gameObject.GetComponent <DamageController>(); if (damageController) { damageController.DealDamage(damage); } } Destroy(gameObject); }