private void Update() { if (player != null && (DateTime.Now - lastEncounter).TotalSeconds > timeDelay) { player.TakeTamage(damage); lastEncounter = DateTime.Now; } }
private void Update() { if (_player != null && (DateTime.Now - _lastEncounter).TotalSeconds > _timeDelay) { _player.TakeTamage(_damage); _lastEncounter = DateTime.Now; } }
private void OnTriggerEnter2D(Collider2D info) { if ((DateTime.Now - _lastEncounter).TotalSeconds < _timeDelay / 2) { return; } _lastEncounter = DateTime.Now; _player = info.GetComponent <Player_controller>(); if (_player != null) { _player.TakeTamage(_damage); } }
protected void Strike() { Collider2D player = Physics2D.OverlapBox(_strikePoint.position, new Vector2(_strikeRange, _strikeRange), 0, _enemies); if (player != null) { Player_controller playerControler = player.GetComponent <Player_controller>(); int damage = _inRage ? _damage * 2 : _damage; if (playerControler != null) { playerControler.TakeTamage(damage); } } }
private void OnTriggerEnter2D(Collider2D info) { if ((DateTime.Now - lastEncounter).TotalSeconds < 0.02f) { return; } lastEncounter = DateTime.Now; player = info.GetComponent <Player_controller>(); if (player != null) { player.TakeTamage(damage, DamageType.PowerStrike, gameObject.transform); } }
protected virtual void TryToDamage(Collider2D enemy) { if ((Time.time - _lastDamageTime) < _collisionTimeDelay) { return; } Player_controller player = enemy.GetComponent <Player_controller>(); if (player != null) { player.TakeTamage(_collisionDamage, _collisionDamageType, transform); _lastDamageTime = Time.time; } }
private void OnTriggerEnter2D(Collider2D info) { if (Time.time - _lastEncounter < 0.2f) { return; } _lastEncounter = Time.time; Player_controller player = info.GetComponent <Player_controller>(); if (player != null) { player.TakeTamage(_damage); } Destroy(gameObject); }
private void OnTriggerEnter2D(Collider2D info) { if (_damaged) { return; } Player_controller target = info.GetComponent <Player_controller>(); if (target != null) { _damaged = true; target.TakeTamage(_damage, DamageType.Projectile, transform); } Destroy(gameObject); }
protected virtual void TryToDamage(Collider2D enemy) { if (enemy == null) { return; } if ((Time.time - _lastDamageTime) < _collisionTimeDelay) { return; } Player_controller player = enemy.GetComponent <Player_controller>(); if (player != null && !player.IsDead) { GetComponent <Animator>().Play("Attack"); player.TakeTamage(_collisionDamage, _collisionDamageType, transform); _lastDamageTime = Time.time; } }