public void OnTriggerEnter(Collider coll) { GameObject other = coll.gameObject.transform.root.gameObject; if (other.tag == "Projectile") { Projectile_Manager p = other.gameObject.GetComponent <Projectile_Manager>(); p.ParticlesOnDeath(); health -= p.damageOnHit * damageMultiplier; Instantiate(p.effect, gameObject.transform); Destroy(other.gameObject); } if (other.tag == "Waypoint") { other = coll.gameObject.transform.parent.gameObject; nav.SetWaypoint(other.gameObject.GetComponent <Waypoint>().nextWaypoint); } else if (other.tag == "EndPoint") { mana.currentMana -= 2 * health; textyPoo.AddText("-2" + (2 * health)); other = coll.gameObject; nav.SetWaypoint(nav.firstWaypoint); gameObject.transform.position = nav.spawnPos; } else if (other.tag == "Tower") { if (!other.GetComponent <Tower_Manager>().beingBlocked) { StartCoroutine(ApproachTower(other.gameObject)); } } }
public void OnTriggerEnter(Collider coll) { GameObject other = coll.gameObject.transform.root.gameObject; if (other.tag == "Projectile") { Projectile_Manager p = other.gameObject.GetComponent <Projectile_Manager>(); p.ParticlesOnDeath(); health -= p.damageOnHit * damageMultiplier; Instantiate(p.effect, gameObject.transform); Destroy(other.gameObject); } else if (other.tag == "Waypoint") { other = coll.gameObject.transform.parent.gameObject; nav.SetWaypoint(other.gameObject.GetComponent <Waypoint>().nextWaypoint); } else if (other.tag == "EndPoint") { mana.currentMana -= 2 * health; textyPoo.AddText("-2" + (2 * health)); other = coll.gameObject; nav.SetWaypoint(nav.firstWaypoint); gameObject.transform.position = nav.spawnPos; } else if (other.tag == "Tower") { // don't blow up if tower is already disabled if (!other.gameObject.GetComponent <Tower_Manager>().canFire) { return; } // decide whether or not to blow up. For our purposes, we will go boom immeadiately // also fire off the bomber particle effect StartCoroutine("bomberSequence", other.gameObject); } }