Esempio n. 1
0
    //triggers damage on hit
    private void OnTriggerEnter(Collider other)
    {
        Debug.Log("HIT");
        if (other.gameObject.CompareTag("Player"))
        {
            Player_Combat pc = other.GetComponent <Player_Combat>();
            pc.PlayerTakeDamage(damage);
            gameObject.SetActive(false);
            SpawnEffect();
        }
        else if (other.gameObject.CompareTag("Enemy") && !EnemyFired && Uncontrollable)
        {
            Debug.Log("enemy hit");
            gameObject.SetActive(false);
            EnemyCombat ec = other.GetComponent <EnemyCombat>();
            ec.EnemyTakeDamage(damage);
            SpawnEffect();
        }

        else if (other.gameObject.CompareTag("Enemy") && !EnemyFired && !Uncontrollable)
        {
            gameObject.SetActive(false);
            EnemyCombat ec = other.GetComponent <EnemyCombat>();
            ec.EnemyHeal(damage);
            SpawnEffect();
        }
    }
Esempio n. 2
0
    private void FindActive()
    {
        SortByDistance();

        activeTarget = targets[0];

        Player_Combat pc = (Player_Combat)GetComponent("Player_Combat");

        pc.target = activeTarget.gameObject;
    }