Exemple #1
0
    void OnTriggerEnter2D(Collider2D collision)
    {
        if (collision.tag == "Player")
        {
            GameObject p = collision.gameObject;
            player = p.GetComponent <WarlockJ>();
            players.Add(player);

            var myX    = gameObject.transform.position.x;
            var myY    = gameObject.transform.position.y;
            var otherX = collision.transform.position.x;
            var otherY = collision.transform.position.y;

            var x          = Mathf.Abs(myX - otherX);
            var y          = Mathf.Abs(myY - otherY);
            var difference = x + y;

            //PushBack Enemy Warlock
            if (difference > .1)
            {
                var magnitude = 300;
                var force     = transform.position - collision.transform.position;
                force = -force.normalized;
                collision.gameObject.GetComponent <Rigidbody2D>().AddForce(force * magnitude);
            }
            player.updateHealth(10);
        }
    }
    void OnTriggerEnter2D(Collider2D collision)
    {
        if (collision.tag == "Player")
        {
            GameObject explosion = Instantiate(Explosion, transform.position, Quaternion.identity) as GameObject;
            Destroy(explosion, 1.0f);
            GameObject p = collision.gameObject;
            player = p.GetComponent <WarlockJ>();
            player.updateHealth(10f);
            player.hit();
            Destroy(this.gameObject);

            //Push the player
            var magnitude = 300;
            var force     = transform.position - collision.transform.position;
            force = -force.normalized;
            collision.gameObject.GetComponent <Rigidbody2D>().AddForce(force * magnitude);
        }
        else if (collision.tag == "Spell")
        {
            print("fbcollision");
            GameObject explosion = Instantiate(Explosion, transform.position, Quaternion.identity) as GameObject;
            Destroy(explosion, 1.0f);
            Destroy(this.gameObject);
        }
    }