/// <summary> /// Cause this object to damage another object. /// </summary> /// <param name="obj">Which GameObject to damage. To work, the object must have a HealthAndRespawn behavior.</param> void DoDamage(GameObject obj) { HealthAndRespawn health = obj.GetComponent <HealthAndRespawn>(); if (health) { health.TakeDamage(damageAmount); } }
/// <summary> /// When a collider hits this object, set the object's respawn position in its HealthAndRespawn script. /// </summary> /// <param name="other">The collider that hit this object.</param> void OnTriggerEnter(Collider other) { if (other.tag == "Player") { HealthAndRespawn health = other.GetComponent <HealthAndRespawn>(); if (health) { health.SetSpawn(worldSpawnPosition); } if (health && fillPlayerHP) { health.FillHP(); } } }
/// <summary> /// Checks if the object has fallen past the yKillThreshold. If so, kill the object. /// </summary> void Update() { if (transform.position.y < yKillThreshold) { //print("fell into void..."); HealthAndRespawn health = GetComponent <HealthAndRespawn>(); if (health) { health.Die(); } else { Destroy(gameObject); } } } // ends Update()
public void SetPlayer(PlayerController player) { this.player = player; this.playerHP = player.GetComponent <HealthAndRespawn>(); this.jetpack = player.GetComponent <Jetpack>(); }