private void OnTriggerEnter2D(Collider2D collision) { { IAttackable attackable = collision.GetComponent <IAttackable>(); if (attackable != null) { attackable.Be_Attacked(); } } }
// Start is called before the first frame update private void OnTriggerEnter2D(Collider2D collision) { if (Is_Enabled) { IAttackable attackable = collision.GetComponent <IAttackable>(); if (attackable != null && collision.tag == "Player") { attackable.Be_Attacked(); } } }
private void OnTriggerEnter2D(Collider2D collision) { IAttackable enemy = collision.GetComponent <IAttackable>(); if (enemy != null) { enemy.Be_Attacked(); } //Instantiate(Impact, transform); Destroy(gameObject); }
private void Attack() { RaycastHit2D Raycast_Info = Physics2D.Raycast(transform.position, transform.right, 50, Lazer_Mask); if (Raycast_Info.collider != null) { IAttackable enemy = Raycast_Info.collider.GetComponent <IAttackable>(); if (enemy != null) { // Change Lazer Lenght Lazer_Line.SetPosition(1, new Vector3(Raycast_Info.distance, 0, 0)); enemy.Be_Attacked(); } Lazer_Line.colorGradient = Gradiant_Attack; } }
private void OnTriggerEnter2D(Collider2D collision) { //Debug.Log("Explosion " + Time.time); IAttackable enemy = collision.GetComponent <IAttackable>(); if (enemy != null) { enemy.Be_Attacked(); } TNT_An.SetTrigger("Explode"); // Stop the TNT TNT_RB.velocity = new Vector2(0, 0); StartCoroutine(Explode()); }
private IEnumerator Attack_Sequence(IAttackable attackable) { // Stop other coroutine exectution Is_Enabled = false; // Check used only to prevent crash when coroutine called frome Launch death animation if (attackable != null) { attackable.Be_Attacked(); } // Launch animation Mini_Slime_An.Launch_Death_Animation(); // Stop the mob from moving Mini_Slime_Mo.Set_Life(false); // Wait for the animation to finish yield return(new WaitForSeconds(0.5f)); // Destroy entire game object by calling the finction in a parent script Mini_Slime_He.Destroy(); }