Exemple #1
0
    private void OnTriggerStay(Collider other)
    {
        IHasHealth otherHealth = other.GetComponent <IHasHealth>();

        if (otherHealth != null && other.tag != gameObject.tag)
        {
            otherHealth.TakeDamage(dmgAmount);
            //print($"{this.name} hits {other.name} and causes damage");
        }
    }
    private void OnTriggerEnter(Collider other)
    {
        IHasHealth otherHealth = other.GetComponent <IHasHealth>();

        //! will this cause a bug? I dont think so but if something doesnt collide check here if the GO Tags are not set up correctly.
        if (otherHealth != null && other.tag != gameObject.tag)
        {
            otherHealth.TakeDamage(dmgAmount);
        }
    }
    private void OnTriggerEnter(Collider other)
    {
        IHasHealth otherHealth = other.GetComponent <IHasHealth>();

        if (otherHealth != null && other.tag != gameObject.tag)
        {
            otherHealth.TakeDamage(dmgAmount);
            //print($"{this.name} hits {other.name} and causes damage");
            Destroy(gameObject);
        }
        else
        {
            //print($"No damage from {this.name} hits {other.name}");
        }
    }
Exemple #4
0
 public override void Update()
 {
     duration -= Time.deltaTime;
     if (duration <= 0)
     {
         OnFinish();
     }
     else
     {
         currentTick -= Time.deltaTime;
         if (currentTick <= 0)
         {
             currentTick = (Config as PoisonConfig).DotTickSpeed;
             characterHealth.TakeDamage(null, 0, 0, (Config as PoisonConfig).DotTickDamage);
         }
     }
 }
    private void OnTriggerEnter(Collider other)
    {
        IHasHealth otherHealth = other.GetComponent <IHasHealth>();

        if (otherHealth != null && other.tag != gameObject.tag)
        {
            otherHealth.TakeDamage(dmgAmount);

            //! use this if we dont have durability Destroy(gameObject);
            //Destroy(gameObject);

            durability--;
            if (durability <= 0)
            {
                Destroy(gameObject);
            }
        }
    }