// for when the bullet hits something void OnCollisionEnter2D(Collision2D coll) { DrillController drillController = drill.GetComponent <DrillController>(); //If the target is an enemy, take health off them if (coll.gameObject.tag == "Enemy") { script = coll.gameObject.GetComponent <EnemyController2D>(); script.DealLaserDamage(1 * drillController.turretDamage); } this.gameObject.SetActive(false); //Reset the timer for the bullet being reset scriptTimer = timerReset.GetComponent <TurretFiring>(); scriptTimer.ResetTimer(); }
private void Start() { _cannonFiring = Cannon.GetComponent <TurretFiring>(); _playerMovement = GameObject.FindGameObjectWithTag("Player").GetComponent <PlayerMovement>(); if (_playerMovement == null) { Debug.LogError("Player is not founded"); } _shaker = GameObject.FindGameObjectWithTag("MainCamera").GetComponent <CameraShake>(); _curTacticCooldown = SwitchTacticCooldown; _particles = GetComponent <ParticleSystem>(); UpgradeTime = 3f; _curTactic = Random.Range(0, 3); }
private void Start() { _cannonFiring = Cannon.GetComponent<TurretFiring>(); _playerMovement = GameObject.FindGameObjectWithTag("Player").GetComponent<PlayerMovement>(); if (_playerMovement == null){ Debug.LogError("Player is not founded"); } _shaker = GameObject.FindGameObjectWithTag("MainCamera").GetComponent<CameraShake>(); _curTacticCooldown = SwitchTacticCooldown; _particles = GetComponent<ParticleSystem>(); UpgradeTime = 3f; _curTactic = Random.Range(0, 3); }