void OnTriggerEnter2D(Collider2D col) { if (col.GetComponent <PJ_Base>()) { PJ_Base p = col.GetComponent <PJ_Base>(); if (p.mProjD.rOwner != null) { if (p.mProjD.rOwner == gameObject) { return; } } // If an enemy grenade hit us, just make its velocity stop, and it explodes. if (col.GetComponent <PJ_EN_PGrenade>()) { col.GetComponent <PJ_EN_PGrenade>().FEnter_Landed(); return; } // Note, will have to change a bit for the needler. if (!_invinsible) { cHpShlds.FTakeDamage(p.mProjD._damage, p.mProjD._DAM_TYPE); } p.FDeath(); } if (col.GetComponent <EX_Gren>()) { EX_Gren p = col.GetComponent <EX_Gren>(); if (!_invinsible) { cHpShlds.FTakeDamage(p._dam, p._DAM_TYPE); } } if (cHpShlds.mHealth.mAmt <= 0f) { Instantiate(PF_Particles, transform.position, transform.rotation); Destroy(gameObject); UnityEngine.SceneManagement.SceneManager.LoadScene("SN_MN_Main"); } }
public void OnTriggerEnter2D(Collider2D col) { if (col.GetComponent <PJ_Base>()) { PJ_Base p = col.GetComponent <PJ_Base>(); if (p.mProjD.rOwner != null) { if (p.mProjD.rOwner == gameObject) { return; } } // If an enemy grenade hit us, just make its velocity stop, and it explodes. if (col.GetComponent <PJ_Gren>()) { Debug.Log("Hit by some grenade"); col.GetComponent <PJ_Gren>().FHandleHitObj(); return; } cHpShlds.FTakeDamage(p.mProjD._damage, p.mProjD._DAM_TYPE); FEnemySpecificHandleDamTaken(); p.FDeath(); } if (col.GetComponent <EX_Gren>() != null) { Debug.Log("Enemy Inside grenade explosion"); EX_Gren p = col.GetComponent <EX_Gren>(); cHpShlds.FTakeDamage(p._dam, p._DAM_TYPE); FEnemySpecificHandleDamTaken(); } // At the end of getting potentially hit by things, check if we're dead. if (cHpShlds.mHealth.mAmt <= 0f) { Debug.Log("Dead"); KillOurselves(); } }