void Start() { Player_script = GameObject.FindGameObjectWithTag("Player").GetComponent <Player>(); Player_xyz = GameObject.FindGameObjectWithTag("Player").GetComponent <Transform>(); Projectile_script = projectile.GetComponent <Enemy_Projectile>(); Enemy_sprite = GetComponent <SpriteRenderer>(); Enemy_xyz = GetComponent <Transform>(); anim = GetComponent <Animator>(); //Activate IEnumerator fireShot() StartCoroutine(fireShot()); }
void OnTriggerEnter2D(Collider2D otherCollider) { // Is this a shot? Enemy_Projectile shot = otherCollider.gameObject.GetComponent <Enemy_Projectile>(); if (shot != null) { Damage(shot.damage); //inflict damage // Destroy the shot Destroy(shot.gameObject); // Remember to always target the game object, otherwise you will just remove the script } }
private void OnTriggerEnter2D(Collider2D collision) { // Is this a shot? Enemy_Projectile shot = collision.gameObject.GetComponent <Enemy_Projectile>(); if (shot != null) { TakeDamage(shot.damage); //inflict damage // Destroy the shot Destroy(shot.gameObject); // Remember to always target the game object, otherwise you will just remove the script } if ((collision.CompareTag("Enemy")) && !GetComponent <playerControl>().sPress) { if (!GetComponent <playerControl>().hasDashBomb || !GetComponent <airDash>().airDashingCurrently) { TakeDamage(1); } } }
void CreateProjectile() { Vector3 newPosition; if (_guardian.facingRight == true) { newPosition = _guardian.transform.position + new Vector3(1f, 0, 0); _guardian.rigidbody2D.AddForce(new Vector2(25000f, 0f)); } else { newPosition = _guardian.transform.position - new Vector3(1f, 0, 0); _guardian.rigidbody2D.AddForce(new Vector2(-25000f, 0f)); } GameObject proj = (GameObject)Instantiate(_guardian.meleeAttackPrefab, newPosition, Quaternion.identity); Enemy_Projectile projScript = proj.GetComponent <Enemy_Projectile> (); projScript.DMG = _guardian.meleeDamage; projScript.facingRight = _guardian.facingRight; }