void OnTriggerEnter(Collider hitInfo) { FollowingEnemy enemy = hitInfo.GetComponent <FollowingEnemy> (); if (enemy != null) { enemy.TakeDamage(damage); } Destroy(gameObject, 0.15f); }
public void reactToHit() { StartCoroutine(Die()); FollowingEnemy behavior = GetComponent <FollowingEnemy> (); if (behavior != null) { behavior.kill(); } Destroy(this.gameObject); }
private IEnumerator Die() { FollowingEnemy behavior = GetComponent <FollowingEnemy> (); if (behavior != null) { behavior.kill(); } this.transform.Rotate(-90, 0, 0); yield return(new WaitForSeconds(1.5f)); Destroy(this.gameObject); }
// Update is called once per frame void Update() { FollowingEnemy fe = GetComponent <FollowingEnemy> (); if (fe.takingDamage) { InvokeRepeating("flash", 0, 0.5f); } else { CancelInvoke("flash"); if (flashing) { GetComponent <SpriteRenderer> ().sharedMaterial.shader = defaultShader; GetComponent <SpriteRenderer> ().sharedMaterial.color = Color.white; flashing = false; } } }