public void IncreaseReceivedDamage(SNCharacter target, int damage) { if (target.Equals(myCharacter)) { dealedDamageByMe += damage; } }
public void HandleCollision(SNCharacter characterToHit) { if (!destroyed) { bool destroy = false; Debug.Log("Handle bullet hit" + characterToHit); if (owner) { if (characterToHit) { if (!characterToHit.Equals(owner)) { characterToHit.TakeDamage(attackDesc, owner); destroy = destroyOnHit; } } else { destroy = destroyOnHit; } } else { Debug.LogError("Missing bullet owner"); } if (destroy) { rotate = false; destroyed = true; if (showHitAnimation) { //bulletAnimator.SetTrigger ("Hit"); if (bulletAnimator) { bulletAnimator.Play("Hit"); } speed = 0; GetComponent <Collider2D> ().enabled = false; Destroy(this.gameObject, durationOfHitAnimation); } else { Destroy(this.gameObject); } } } }