private void HandleCollision(GameObject hitTarget) { ElementStats elementStats = hitTarget.GetComponent <ElementStats>(); if (elementStats != null && !elementStats.IsDead()) { elementStats.InflictDamage(this.damage); // TODO: add a small explosion for the bullet dissapearance. if (this.affectsScore && elementStats.IsDead()) { PlayerStats.AddGold(elementStats.gold); PlayerStats.AddScore(elementStats.scorePoints); } } SelfDestruct(); }
private bool CanShoot() { return(Time.time >= nextFireTime && bulletsLoaded > 0 && !stats.IsDead()); }