void OnCollisionEnter2D(Collision2D col)
 {
     if (col.gameObject.tag == "Zombie")
     {
         thisZombieMechanism = col.gameObject.GetComponent <ZombieMechanism>();
         if (disableInstantBlow == false)
         {
             exploded = true;
             damage   = 30;
         }
         else
         {
             ActivateExplode();
             FreezePosition();
         }
         thisZombieMechanism.thisZombieIsBeingShot(damage);
         Instantiate(bloodParticle, col.gameObject.transform.position, col.gameObject.transform.rotation);
     }
     if (col.gameObject.tag == "Decoration" || col.gameObject.tag == "Walls")
     {
         if (disableInstantBlow == false)
         {
             exploded = true;
             damage   = 30;
         }
         else
         {
             FreezePosition();
         }
     }
 }
 void OnTriggerStay2D(Collider2D col)
 {
     if (col.gameObject.tag == "Survivor")
     {
         Setups.survivor.Damage(damage);
     }
     if (col.gameObject.tag == "Zombie")
     {
         zombieMechanismScript = col.gameObject.GetComponent <ZombieMechanism>();
         zombieMechanismScript.thisZombieIsBeingShot(damage);
     }
 }
Exemple #3
0
 // Use this for initialization
 void OnCollisionEnter2D(Collision2D col)
 {
     if (col.gameObject.tag == "Zombie")
     {
         zombieMechanismScript = col.gameObject.GetComponent <ZombieMechanism>();
         zombieMechanismScript.thisZombieIsBeingShot(Setups.survivor.getSurvivorWeapon().getPower());
         Instantiate(bloodParticle, col.gameObject.transform.position, col.gameObject.transform.rotation);
         Destroy(gameObject);
     }
     if (col.gameObject.tag == "Decoration" || col.gameObject.tag == "Walls")
     {
         Destroy(gameObject);
     }
 }