//Logic if you want private void OnCollisionEnter(Collision collision) { Killable killable = collision.gameObject.GetComponent <Killable>(); if (killable) { killable.Die(); } }
IEnumerator Kill_Killable(Killable target) { Vector2 rb_aux = rb.velocity; Set_Velocity(Vector2.zero); yield return(target.Die()); Set_Velocity(rb_aux); }
void OnCollisionEnter2D(Collision2D collision) { GameObject obj = collision.collider.gameObject; Killable kill = obj.GetComponent <Killable>(); if (kill && kill.team != team) { kill.Damage(damage); if (killOnContact) { self.Die(); } } }
void Explode(GameObject[] targets) { foreach (GameObject target in targets) { Killable kill = target.GetComponent <Killable>(); if (kill) { kill.Damage(damage); } } Instantiate(explodeParticles, transform.position, Quaternion.identity); Killable self = GetComponent <Killable>(); if (self) { self.Die(); } }
// Use this for initialization public void Die(GameObject gameObject) { k.Die(gameObject); }