private void OnTriggerEnter2D(Collider2D collision) { BubbleBoy_1 bubble_boy_1 = collision.GetComponent <BubbleBoy_1>(); Player player = collision.GetComponent <Player>(); Bullet bullet = collision.GetComponent <Bullet>(); BubbleBoy_Bullet bubbleboy_bullet = collision.GetComponent <BubbleBoy_Bullet>(); if (bubble_boy_1 != null) { return; } if (player != null) { Static_Vars_1.player_health_static = Static_Vars_1.player_health_static - damage_to_cause; } if (bullet != null) { return; } if (bubbleboy_bullet != null) { return; } Destroy(gameObject); }
//check if bullet is colliding with something private void OnTriggerEnter2D(Collider2D hitInfo) { //things that a bullet can do damage to Enemy_1 enemy_1 = hitInfo.GetComponent <Enemy_1>(); Flyer_Enemy_Movement enemy_flying_1 = hitInfo.GetComponent <Flyer_Enemy_Movement>(); //the flying enemy that follows the player Fly_Back_And_Forth enemy_flying_2 = hitInfo.GetComponent <Fly_Back_And_Forth>(); //the flying enemy that just consistently flys back and forth Enemy_2 enemy_2 = hitInfo.GetComponent <Enemy_2>(); //the platform patroller Block_Shootable block_shootable = hitInfo.GetComponent <Block_Shootable>(); //the block that you can destroy with a shot BubbleBoy_1 bubble_boy_1 = hitInfo.GetComponent <BubbleBoy_1>(); //getting reference to the Player to ignore collision with bullet Player the_player = hitInfo.GetComponent <Player>(); if (enemy_1 != null) { enemy_1.TakeDamage(damage); } if (enemy_flying_1 != null) { enemy_flying_1.TakeDamage(damage); } if (enemy_flying_2 != null) { enemy_flying_2.TakeDamage(damage); } if (enemy_2 != null) { enemy_2.TakeDamage(damage); } if (block_shootable != null) { block_shootable.TakeDamage(100); //100 is all of the block's health } if (bubble_boy_1 != null) { bubble_boy_1.TakeDamage(damage); } //if bullet collides with player, ignore it if (the_player != null) { return; } Destroy(gameObject); //destroy bullet }