private void OnCollisionEnter2D(Collision2D collision) { if (collision.gameObject.tag == "Breakable") { GameObject breakObject = collision.gameObject; Breakable breakIt = breakObject.GetComponent <Breakable>(); breakIt.DestroyBreakable(); } }
//Checks to see if it has hit anything void CheckCollision() { checkShot = Physics2D.Raycast(transform.position, Vector2.right, distance, hittable); if (checkShot.collider != null) { if (!enemy) { if (checkShot.collider.tag == "Enemy") { Enemy hitEnemy = checkShot.collider.GetComponent <Enemy>(); if (shotgun) { hitEnemy.TakeDamage((float)damage * shotTime); } else { hitEnemy.TakeDamage(damage); } Destroy(gameObject); } else if (checkShot.collider.tag == "Breakable") { Breakable breakIt = checkShot.collider.GetComponent <Breakable>(); breakIt.DestroyBreakable(); } } else if (checkShot.collider.tag == "HomingEnemy") { HoamingEnemy hitEnemy = checkShot.collider.GetComponent <HoamingEnemy>(); if (shotgun) { hitEnemy.TakeDamage((float)damage * shotTime); } else { hitEnemy.TakeDamage(damage); } Destroy(gameObject); } else { if (checkShot.collider.tag == "Player") { Controller player = checkShot.collider.GetComponent <Controller>(); player.TakeDamage((int)damage); } } Destroy(gameObject); } }
void CheckCollision() { RaycastHit2D check = Physics2D.Raycast(transform.position, Vector2.down, 0.1f, hittable); if (check.collider != null) { if (check.collider.tag == "Breakable") { Breakable breakIt = check.collider.GetComponent <Breakable>(); breakIt.DestroyBreakable(); } } }