internal void CollisionWithEnemy()
        {
            var colliders = Physics.OverlapSphere(transform.position, _bulletConfig.Radius);

            foreach (var collider in colliders)
            {
                if (collider.tag.Equals("Enemy"))
                {
                    var item = collider.gameObject.GetComponent <EnemyObject>();
                    item.GetDamage(_bulletConfig.Damage);
                }
                else if (collider.tag.Equals("CompositeEnemy"))
                {
                    var item = collider.gameObject.GetComponent <CompositeEnemy>();
                    item.GetDamage(_bulletConfig.Damage);
                }

                if (collider.tag.Equals("Platform") || collider.tag.Equals("CompositeEnemy") || collider.tag.Equals("Enemy"))
                {
                    if (!_bulletConfig.name.Equals("Bull3"))
                    {
                        _explosionPrefab.transform.position = transform.position;
                        _explosionPrefab.PlayParticle();
                        ReturnToPool();
                    }
                }
            }
        }
Exemple #2
0
        internal virtual void GetDamage(int damage)
        {
            scoreManager.AddScore(damage);
            currentHealth   -= damage;
            _healthBar.value = (float)currentHealth / _enemyConfig.Health;

            if (currentHealth < 1)
            {
                currentParticles.transform.position = transform.position;
                currentParticles.PlayParticle();

                ReturnToPool();

                DOTween.Kill(transform);
                currentHealth = _enemyConfig.Health;
            }
        }