//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(); } }
private void FindActive() { SortByDistance(); activeTarget = targets[0]; Player_Combat pc = (Player_Combat)GetComponent("Player_Combat"); pc.target = activeTarget.gameObject; }