private void OnTriggerEnter(Collider other) { Player_Projectile playerProjectile = other.GetComponent <Player_Projectile>(); Debug.Log(other.name + " is Making Contact Trigger"); if (other.CompareTag("Projectile") && isAlive && isStunned == false) { enemyHealth -= 1; if (enemyShooting != null) { StopCoroutine(enemyShooting); } if (enemyHealth <= 0) { isAlive = false; StartCoroutine(enemyDeath); } else { isStunned = true; StartCoroutine(enemyDamage); rb.AddForce(other.transform.forward * playerProjectile.projectileKnockback, ForceMode.Impulse); } } }
void Start() { GameObject Player = GameObject.Find("Player walk 2_0"); Player_Projectile playerProjectile = Player.GetComponent <Player_Projectile>(); if (playerProjectile.projectileDirection == 1) { transform.Rotate(0.0f, 0.0f, 0.0f); } if (playerProjectile.projectileDirection == 2) { transform.Rotate(0.0f, 0.0f, 90f); } if (playerProjectile.projectileDirection == 3) { transform.Rotate(0.0f, 0.0f, 180f); } if (playerProjectile.projectileDirection == 4) { transform.Rotate(0.0f, 0.0f, 270f); } }
//bool enter = false; // Start is called before the first frame update void Start() { projectile = GameObject.FindObjectOfType <Player_Projectile>(); }