Esempio n. 1
0
    private void OnCollisionWithPlayer()
    {
        float playerRadius     = playerPos.GetComponent <CircleCollider2D>().radius;
        float sum              = radius + playerRadius;
        float playerPercentage = (playerRadius * 100) / sum;
        float enemyPercentage  = (radius * 100) / sum;
        float difference       = playerPercentage - enemyPercentage;

        if (playerPercentage >= 70)
        {
            KillCurentEnemy();
        }
        else
        {
            health--;
            player.damageIntake(1);
        }

        // else if (playerPercentage < enemyPercentage)
        // {
        //     Debug.Log("Enemy");
        //     Debug.Log("Damage: " + Mathf.RoundToInt(enemyPercentage / 10));
        //     player.damageIntake(Mathf.RoundToInt(enemyPercentage / 10));
        // }
        // else
        // {
        //     health -= Mathf.RoundToInt(playerPercentage / 10);
        // }
    }
Esempio n. 2
0
 private void OnTriggerEnter2D(Collider2D collision)
 {
     if (collision.CompareTag("Player"))
     {
         player.damageIntake(damagePerHit);
         Destroy(gameObject);
     }
 }
Esempio n. 3
0
 void OnTriggerEnter2D(Collider2D other)
 {
     if (other.CompareTag("Player"))
     {
         player.damageIntake(5);
         KillCurentEnemy();
     }
     if (other.CompareTag("Fire"))
     {
         Destroy(other.gameObject);
         KillCurentEnemy();
     }
 }
Esempio n. 4
0
    void OnTriggerEnter2D(Collider2D other)
    {
        if (other.CompareTag("Player"))
        {
            player.damageIntake(1);
            KillCurentEnemy();
        }
        if (other.CompareTag("Fire"))
        {
            health--;

            Destroy(other.gameObject);
            if (health < 1)
            {
                KillCurentEnemy();
            }
            else
            {
            }
        }
    }