protected override void OnTriggerEnter(Collider collider)
    {
        Unit unitHit = GetUnitHit(collider);

        if (unitHit != null && CanAffectTarget(unitHit))
        {
            UnitsAlreadyHit.Add(unitHit);
            OnAbilityEffectHitTarget(unitHit, isACriticalStrike, willMiss);
        }
    }
 protected override void OnTriggerEnter(Collider collider)
 {
     if (!alreadyHitATarget && collider == targetCollider)
     {
         UnitsAlreadyHit.Add(target);
         OnAbilityEffectHitTarget(target, isACriticalStrike, willMiss);
         alreadyHitATarget = true;
         GetComponent <Collider>().enabled = false;
     }
 }
Esempio n. 3
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    protected override void OnTriggerEnter(Collider collider)
    {
        Unit unitHit = collider.gameObject.GetComponent <Unit>();

        if (unitHit != null && CanAffectTarget(unitHit))
        {
            UnitsAlreadyHit.Add(unitHit);
            OnAbilityEffectHitTarget(unitHit);
        }
    }
Esempio n. 4
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    protected bool alreadyHitATarget;//This is to prevent OnTriggerEnter to cast multiple times if multiple targets enter the collider at the same time

    protected override void OnTriggerEnter(Collider collider)
    {
        if (!alreadyHitATarget)
        {
            Unit unitHit = GetUnitHit(collider);

            if (unitHit != null && CanAffectTarget(unitHit))
            {
                UnitsAlreadyHit.Add(unitHit);
                OnAbilityEffectHitTarget(unitHit, isACriticalStrike, willMiss);
                alreadyHitATarget = true;
                GetComponent <Collider>().enabled = false;
            }
        }
    }