void OnTriggerEnter2D(Collider2D othercollider) { //executed when another triggercollider is touching myProperties otherproperties = othercollider.gameObject.GetComponent <myProperties> (); //if you walk into a player, it hurts if (otherproperties.isplayer) { otherproperties.dealdamage(damage); } }
void OnTriggerEnter2D(Collider2D othercollider) { myProperties otherproperties = othercollider.gameObject.GetComponent <myProperties> (); //when it hits, do damage if (otherproperties != null && !otherproperties.isplayer) { otherproperties.dealdamage(damage); Destroy(this.gameObject); } }
void OnTriggerEnter2D(Collider2D othercollider) { myProperties otherproperties = othercollider.gameObject.GetComponent <myProperties> (); //when it hits, do damage if (otherproperties.isplayer && expcollector > 0) { otherproperties.gainexp(expcollector); print("You gained " + expcollector + " exp!"); expcollector = 0; } if (otherproperties != null && !otherproperties.isplayer) { //if its not the player, hit it otherproperties.dealdamage(damage); //check weapon durability if (hashitcount) { hitcount -= 1; if (hitcount <= 0) { Destroy(this.gameObject); } } //if killing blow sword gains exp if (damage > otherproperties.hp) { expcollector += otherproperties.deathexp; } } }