void Damage(Transform Enemy) { EnemyMGR TempObj = Enemy.GetComponent <EnemyMGR>(); if (TempObj != null) { TempObj.TakeDamage(m_nDamage); } }
private void Laser() { int nUpgradeDamage = PlayerPrefs.GetInt("UpgradeLaserDamage", 0); m_EnemyMGR.TakeDamage((m_nDamageOverTime + nUpgradeDamage) * Time.deltaTime); m_EnemyMGR.Slow(m_fSlowPercent + PlayerPrefs.GetFloat("UpgradeLaserSlow")); if (!m_LineRenderer.enabled) { m_LineRenderer.enabled = true; m_ImpactEffect.Play(); m_ImpactLight.enabled = true; } m_LineRenderer.SetPosition(0, m_FirePoint.position); m_LineRenderer.SetPosition(1, m_Target.position); Vector3 vVector = m_FirePoint.position - m_Target.position; m_ImpactEffect.transform.rotation = Quaternion.LookRotation(vVector); m_ImpactEffect.transform.position = m_Target.position + vVector.normalized * 0.5f; }