Exemple #1
0
    // Update is called once per frame
    void OnTriggerEnter(Collider other)
    {
        HealthBehavior health = other.GetComponent <HealthBehavior>();

        if (health)
        {
            health.TakeDamage(Damage);
        }
    }
    private void OnTriggerEnter(Collider other)
    {
        Destroy(other.gameObject);

        HealthBehavior health = _player.GetComponent <HealthBehavior>();

        if (health)
        {
            health.TakeDamage(1);
        }
    }
    private void OnTriggerEnter(Collider enemy)
    {
        //Get the health behavior attached to the object
        HealthBehavior health = enemy.GetComponent <HealthBehavior>();

        //If the health value is not null, deal damage
        if (health)
        {
            health.TakeDamage(Damage);
        }
    }
    //When the other game objects collide
    private void OnTriggerEnter(Collider other)
    {
        //If the other game object was tagged as "Enemy"
        if (other.CompareTag("Enemy") == true)
        {
            //Destroy the other gameObject
            Destroy(other.gameObject);
            //Tell the player to takeDamage
            _playerHealth.TakeDamage(1);

            FindObjectOfType <AudioManager>().Play("PlayerHurt");
        }
    }
    //What happens when the object touches the player
    private void OnCollisionEnter(Collision other)
    {
        if (!other.gameObject != _movement.gameObject)
        {
            return;
        }

        HealthBehavior health = other.gameObject.GetComponent <HealthBehavior>();

        if (health)
        {
            health.TakeDamage(_damage);
        }
    }
    private void OnTriggerEnter(Collider other)
    {
        HealthBehavior otherHealth = other.GetComponent <HealthBehavior>();

        if (otherHealth == null)
        {
            Destroy(gameObject);
        }

        else
        {
            otherHealth.TakeDamage(_damage);
        }
    }
Exemple #7
0
    //COMPLETE WHEN HEALTHBEHAVIOUR IS DONE
    private void OnTriggerEnter(Collider other)
    {
        //Create a HealthBehaviour variable and set it equal to the health of what the bullet collides with
        HealthBehavior health = other.GetComponent <HealthBehavior>();

        //check owner on collision before dealing damage
        if (other.gameObject != Owner)
        {
            //If the bullet collides with something that has health, call TakeDamage
            if (health)
            {
                health.TakeDamage(Damage);
            }
        }
    }
    private void OnCollisionEnter(Collision collision)
    {
        //If the collided object isn't the target, return
        if (collision.gameObject != _movement.target)
        {
            return;
        }

        HealthBehavior health = collision.gameObject.GetComponent <HealthBehavior>();

        if (health)
        {
            health.TakeDamage(_damage);
        }
    }