Esempio n. 1
0
    void OnTriggerEnter2D(Collider2D collision)
    {
        /* Player hits Enemy */
        Enemy enemy = collision.gameObject.GetComponent <Enemy>();

        // Dirty hack to prevent sword colliding with other colliders in the same game object
        if (m_isAttacking && enemy != null &&
            collision.gameObject.tag.Equals("Enemy") &&
            (collision as CapsuleCollider2D) != null)
        {
            enemy.TakeDamage(damage);

            float knockbackDir = this.transform.parent.transform.localScale.x;
            enemy.GetComponent <Rigidbody2D>().AddForce(new Vector2(knockbackDir * knockbackForce, 400));
        }

        /* Player hits a Button */
        Button button = collision.gameObject.GetComponent <Button>();

        if (m_isAttacking && button != null)
        {
            button.Press();
        }

        /* Enemy hits player */
        CapsuleController player = collision.gameObject.GetComponent <CapsuleController>();

        if (m_isAttacking && player != null &&
            collision.gameObject.tag.Equals("Player") &&
            (collision as CapsuleCollider2D) != null)
        {
            player.TakeDamage(damage);


            float knockbackDir = this.transform.parent.transform.localScale.x;

            player.GetComponent <Rigidbody2D>().AddForce(new Vector2(knockbackDir * knockbackForce, 400));
        }
    }
Esempio n. 2
0
    void OnTriggerEnter2D(Collider2D collision)
    {
        CapsuleController player = collision.gameObject.GetComponent <CapsuleController>();



        if (player != null)
        {
            player.TakeDamage(damage);
            Destroy(gameObject);

            float knockbackDir = this.transform.localScale.normalized.x * -1;
            if (force > 0)
            {
                player.GetComponent <Rigidbody2D>().AddForce(new Vector2(knockbackDir * force, 400));
            }
            print(force);
        }
        else if (collision.gameObject.tag == "Wall")
        {
            Destroy(gameObject);
        }
    }