private void OnTriggerEnter2D(Collider2D coll) { if (!coll.isTrigger) // чтобы пуля не реагировала на триггер { switch (coll.tag) { case "Enemy": EnemyBrain1 enemy = coll.GetComponent <EnemyBrain1>(); if (enemy != null) { enemy.TakeDamage(damage); } Destroy(gameObject); break; case "Tale": Destroy(gameObject); break; case "Player": break; } } }
//private void OnTriggerStay2D(Collider2D collision) //{ //} private void HitSword() { int n = _objInCollider.Count; int i = 0; int j = 0; while (j < n) { try { foreach (Collider2D coll in _objInCollider) { if (j >= i) { EnemyBrain1 enemy = coll.GetComponent <EnemyBrain1>(); if (enemy != null) { enemy.TakeDamage(damage); Debug.Log(_objInCollider.Count); } } j++; } } catch { n -= 1; i = j - 1; j = 0; Debug.Log(_objInCollider.Count); } } Debug.Log("Success damage"); }