public virtual void OnTriggerEnter(Collider col) { if (col.tag == "Enemy") { Physics.IgnoreCollision(this.GetComponent <Collider>(), col); } Weapons.Hitbox hitbox = col.gameObject.GetComponent <Weapons.Hitbox>(); if (hitbox != null) { if (invulerability <= 0) { hit = true; TakeDamage(hitbox.Damage, hitbox.Element); invulerability = invulerabilityTime; } } Weapons.Projectiles.Stun s = col.gameObject.GetComponent <Weapons.Projectiles.Stun>(); if (s != null) { Stun = true; } OnTriggerEnterAI(col); }
void OnTriggerEnter(Collider col) { Weapons.Hitbox hitbox = col.gameObject.GetComponent <Weapons.Hitbox>(); if (hitbox != null && !invun) { if (hitbox.Owner == this.gameObject) { return; } if (hitbox.GetType() == typeof(Weapons.Projectiles.Tornado)) { if (hitbox.Direction == Enums.Direction.Left) { if (currentNode.panelAllowed(Util.Enums.Direction.Left, Type)) { currentNode = currentNode.Left; transform.position = CurrentNode.transform.position; } else { if (currentNode.panelAllowed(Util.Enums.Direction.Up, Type)) { currentNode = currentNode.Up; transform.position = CurrentNode.transform.position; hit = true; damage = hitbox.Damage; damageElement = hitbox.Element; } else if (currentNode.panelAllowed(Util.Enums.Direction.Down, Type)) { currentNode = currentNode.Down; transform.position = CurrentNode.transform.position; hit = true; damage = hitbox.Damage; damageElement = hitbox.Element; } } } else { if (currentNode.panelAllowed(Util.Enums.Direction.Right, Type)) { currentNode = currentNode.Right; transform.position = CurrentNode.transform.position; } else { if (currentNode.panelAllowed(Util.Enums.Direction.Up, Type)) { currentNode = currentNode.Up; transform.position = CurrentNode.transform.position; hit = true; damage = hitbox.Damage; damageElement = hitbox.Element; } else if (currentNode.panelAllowed(Util.Enums.Direction.Down, Type)) { currentNode = currentNode.Down; transform.position = CurrentNode.transform.position; hit = true; damage = hitbox.Damage; damageElement = hitbox.Element; } } } } else { hit = true; damage = hitbox.Damage; damageElement = hitbox.Element; } } Weapons.Projectiles.Stun s = col.gameObject.GetComponent <Weapons.Projectiles.Stun>(); if (s != null) { Stun = true; } }