private void PerformBasicAttack() { timeUntilNextAttack = delayBetweenAttacks; BasicHealthBehavior basicHealthBehavior = target.GetComponent <BasicHealthBehavior> (); basicHealthBehavior.ReduceHealth(damagePerAttack); }
void DamageEnemy(Collider enemy) { if (enemy.gameObject.CompareTag("Enemy")) { BasicHealthBehavior basicHealthBehavior = enemy.GetComponent <BasicHealthBehavior> (); if (basicHealthBehavior != null) { basicHealthBehavior.ReduceHealth(damage); } } }
void Explode() { Instantiate(explosion, transform.position, transform.rotation); Collider[] colliders = Physics.OverlapSphere(transform.position, range); foreach (Collider nearbyObject in colliders) { BasicHealthBehavior healthBehavior = nearbyObject.GetComponent <BasicHealthBehavior> (); if (healthBehavior != null) { healthBehavior.ReduceHealth(damage); } } Destroy(gameObject); }