// Update is called once per frame private void OnTriggerStay2D(Collider2D collision) { if (collision.gameObject.tag == "Enemy") { EnemyLifeSystem enemy = collision.gameObject.GetComponent <EnemyLifeSystem> (); enemy.LoseHealth(DañoAtaque); } }
private void OnTriggerStay2D(Collider2D collision) { if (collision.gameObject.tag == "Enemy" && (collision.isTrigger == false) && !Hit) { EnemyLifeSystem enemy = collision.gameObject.GetComponent <EnemyLifeSystem>(); enemy.LoseHealth(DañoAtaque); Debug.Log("Hit" + DañoAtaque); Hit = true; } }
//El player recibe daño del enemigo mediante este OnCollision private void OnCollisionEnter2D(Collision2D collision) { if (collision.gameObject.tag == "Enemy") { EnemyLifeSystem enemy = collision.gameObject.GetComponent <EnemyLifeSystem>(); VidaActual = VidaActual - enemy.EnemyDamage; VidaActual = Mathf.Clamp(VidaActual, 0, VidaMaxima); ActualizaCorazones(); Colision = true; } else { Colision = false; } if (VidaActual <= 0) { DestroyPlayer(); } }