private void OnTriggerEnter(Collider other) { //Check if collided with an Attributes Script IAttributes otherAttributes = other.GetComponent <IAttributes>(); if (otherAttributes != null && otherAttributes.IsDead() == false) { //Damage other if (otherAttributes.TakeDamage(damage, true)) { //If other died and is lockOn target return camera to default //lockOnScript.TargetDead(other.transform); //Recieve Power playerAttributes.RecivePower(powerRecivedOnHit); } //Camera Shake CameraShaker.Instance.ShakeOnce(1, 0.5f, 0.2f, 0.1f); //Slow Game for a small time on hit StopCoroutine("SlowTime"); StartCoroutine("SlowTime"); } if (other.gameObject.name.Equals("Fireball")) { playerAttributes.TakeDamage(damage, true); } }
private void OnTriggerEnter(Collider other) { IAttributes otherAttributes = other.GetComponent <IAttributes>(); //If collided with the player model, player takes damage if (otherAttributes != null) { otherAttributes.TakeDamage(damage, true); } }
private void OnTriggerEnter(Collider other) { IAttributes otherAttributes = other.GetComponent <IAttributes>(); if (otherAttributes != null) { otherAttributes.TakeDamage(damageAmount, true); DestroyFireball(); } }