void OnTriggerEnter(Collider collision) { enemyHealth = collision.gameObject.GetComponent <EnemyHealth> (); switch (attackType) { case AttackType.AOEAttack: Debug.Log("AOE Attack!"); if (collision.gameObject.tag == "Enemy") { Rigidbody enemy = collision.gameObject.GetComponentInChildren <Rigidbody> (); Vector3 force = enemy.position - weaponCollider.transform.position; force.Normalize(); force *= AOEPower; enemy.AddForce(force, ForceMode.Impulse); enemyHealth.TakeDamage(5); //SFX soundManager.spinHitSound(); } break; case AttackType.meleeAttack: Debug.Log("PUNCH!"); if (collision.gameObject.tag == "Enemy") { Rigidbody enemy = collision.gameObject.GetComponentInChildren <Rigidbody> (); Vector3 force = attackVector; force.Normalize(); force *= meleePower; enemy.AddForce(force, ForceMode.Impulse); enemyHealth.TakeDamage(10); //SFX soundManager.punchHitSound(); } break; } }