void OnTriggerEnter2D(Collider2D collision) { if (collision.gameObject.tag.Equals("Player")) { //Debug.Log("Player Hit!"); PlayerHP playerHP = collision.GetComponentInChildren <PlayerHP>(); if (playerHP != null) { if (playerHP.GetHealth > 0) { playerHP.ChangeHealth(-1); //Debug.Log("Player HP changed"); } } else { //Debug.Log("The player HP is null!!"); } Destroy(gameObject); } else if (collision.gameObject.tag.Equals("Obstacle")) { Destroy(gameObject); } }
void GetHurt(Collider2D other) { PlayerHP playerHP = other.GetComponent <PlayerHP>(); if (playerHP != null) { playerHP.ChangeHealth(attactAmount); } }
void OnCollisionEnter2D(Collision2D collision) { PlayerHP hp = collision.gameObject.GetComponent <PlayerHP>(); if (hp != null) { hp.ChangeHealth(-1); } }
// when player walks on top of fire, they get damaged void OnTriggerStay2D(Collider2D other) { PlayerHP playerHP = other.GetComponent <PlayerHP>(); if (playerHP != null) { if (playerHP.health > 0) { playerHP.ChangeHealth(-1); } } }
void OnTriggerEnter2D(Collider2D other) { PlayerHP playerHP = other.GetComponent <PlayerHP>(); if (playerHP != null) { if (playerHP.GetHealth > 0) { playerHP.ChangeHealth(attackAmount); // Destroy(gameObject); // destroy item used to heal } } }