private void OnTriggerEnter2D(Collider2D other) { currentDamageBonus = playerStatManager.CurrentAttack; if (other.gameObject.tag == "Enemy") { other.gameObject.GetComponent <EnemyHealthManager>().HurtEnemy(damage + currentDamageBonus); enemyStatusManager = other.gameObject.GetComponent <EnemyStatusManager>(); //create damage burst animation object if (damageParticleEffect != null) { Instantiate(damageParticleEffect, contactPoint.position, contactPoint.rotation); } //create damage number object var clone = (GameObject)Instantiate(damageNumber, contactPoint.position, Quaternion.Euler(Vector3.zero)); clone.GetComponent <FloatingDamageNumbers>().damage = damage + currentDamageBonus; ApplyStatusEffect(other); //if the thing doing damage is a projectile destory it if (projectile) { Destroy(gameObject); } } }
// Use this for initialization void Start() { myRigidBody = GetComponent <Rigidbody2D>(); enemyStatusManager = GetComponent <EnemyStatusManager>(); xSpawn = myRigidBody.position.x; ySpawn = myRigidBody.position.y; batAnimator = GetComponent <Animator>(); //timeBetweenMoveCounter = timeBetweenMove; //timeToMoveCounter = timeToMove; timeBetweenMoveCounter = UnityEngine.Random.Range(timeBetweenMove * 0.75f, timeBetweenMove * 1.25f); timeToMoveCounter = UnityEngine.Random.Range(timeToMove * 0.75f, timeToMove * 1.25f); }
// Use this for initialization void Start() { target = GameObject.FindGameObjectWithTag("Player").transform; myRigidBody = GetComponent <Rigidbody2D>(); enemyStatusManager = GetComponent <EnemyStatusManager>(); xSpawn = myRigidBody.position.x; ySpawn = myRigidBody.position.y; batAnimator = GetComponent <Animator>(); timeBetweenMoveCounter = UnityEngine.Random.Range(timeBetweenMove * 0.75f, timeBetweenMove * 1.25f); timeToMoveCounter = UnityEngine.Random.Range(timeToMove * 0.75f, timeToMove * 1.25f); }
// Use this for initialization void Start() { CurrentHealth = MaxHealth; myStatus = gameObject.GetComponent <EnemyStatusManager>(); playerStatManager = FindObjectOfType <PlayerStatManager>(); }