void OnCollisionEnter(Collision col) { //print("collision player : " + col.gameObject.name + " player who spawned is : " + gameObject.name ); if (col.gameObject.GetComponent<UniversalHealth>() && col.gameObject != playerShooting) { //Damage whatever collided with the projectile GameObject collidedObject = col.gameObject; health = collidedObject.GetComponent<UniversalHealth>(); health.damagePlayer (projectileDamage); Destroy (gameObject, 0.5f); } }
void OnCollisionEnter(Collision col) { GameObject collidedObject = col.gameObject; if (collidedObject.name == "player1" || collidedObject.name == "player2") { //Damage whatever collided with the projectile health = collidedObject.GetComponent <UniversalHealth>(); health.damagePlayer(projectileDamage); } Destroy(gameObject); }
void OnCollisionEnter(Collision col) { GameObject collidedObject = col.gameObject; if (collidedObject.name == "player1" || collidedObject.name == "player2") { //Damage whatever collided with the projectile health = collidedObject.GetComponent<UniversalHealth>(); health.damagePlayer(projectileDamage); } Destroy(gameObject); }
void OnCollisionEnter(Collision col) { //print("collision player : " + col.gameObject.name + " player who spawned is : " + gameObject.name ); if (col.gameObject.GetComponent <UniversalHealth>() && col.gameObject != playerShooting) { //Damage whatever collided with the projectile GameObject collidedObject = col.gameObject; health = collidedObject.GetComponent <UniversalHealth>(); health.damagePlayer(projectileDamage); Destroy(gameObject, 0.5f); } }
void OnCollisionEnter(Collision col) { //If you collided with the other player if (otherPlayer && col.gameObject.name == otherPlayer.name) { //Calculate and deal some damage to the player int damage = calculateDamage(col) * collisionAttackValue; health.damagePlayer(damage); //Play collision particle effect //particles.Play (); //this causes some errors } }
//Behaviour functions void damagePlayer(GameObject player) { UniversalHealth health = player.GetComponent <UniversalHealth> (); health.damagePlayer(magnitude); }