private void HitTarget() { Debug.Log("HIT - HIT - HIT - HIT - HIT - HIT"); GameObject impactVFX = Instantiate(_projectileVFX, transform.position, transform.rotation); Destroy(impactVFX, 1f); if (_explosionRadius > 0) { Explode(); } else { Enemy.Enemy enemy = _target.GetComponent <Enemy.Enemy>(); if (enemy != null) { enemy.TakeDamage(100); } else { Debug.Log("Enemy is null !"); } } Destroy(gameObject); }
private void Explode() { Collider[] hits = Physics.OverlapSphere(transform.position, _explosionRadius); foreach (Collider go in hits) { Enemy.Enemy enemy = go.GetComponent <Enemy.Enemy>(); if (enemy != null) { enemy.TakeDamage(100); } } }
public override void Tick(Enemy.Enemy enemy) { GameManager.LogMessage("fire tick"); enemy.TakeDamage(1); }
public override void OnHit(Enemy.Enemy enemy, GameObject gameObject) { enemy.TakeDamage(damage); Destroy(gameObject); }