public void CollisionWith(ICollider other) { if (other.Active() && other.ID() != tank.id && other.Name() == "Tank" && tank.AIControlled == true) { // tank.aiMode = Tank.AImode.PERSUIT; EnemyPosition = other.Position(); } }
public void CollisionWith(ICollider other) { if (other.ID() != ownerId && other.Name() == "Tank") { //Console.WriteLine("projectile colided with a tank"); exists = false; } }
public bool Active() => alive; //Tells others that it's alive public void CollisionWith(ICollider other) //THIS IS WHAT THE TANK DOES WHEN IT COLIDES WITH SOMETHING { if (other.Active() && other.Name() == "Tank" && other.ID() != id) //IN CASE THE OTHER IS A TANK { Tankcoliding = true; Vector3 otherDirection = position - other.Position(); //Direction from which the other object is coming from otherDirection.Normalize(); blockingDirection = otherDirection; } if (other.Name() == "Projectile" && other.ID() != id) //IN CASE ITS A PROJECTILE { Hit = true; int damage; //damage = 10 * (game.rng.Next(4,6)); damage = 50; Health -= damage; if (Health <= 0) { alive = false; //DIES } } }