void OnCollisionEnter(Collision col) { if (col.gameObject.tag == "ball") { //when the ball hits the enemy, the enemy calculates how much damage is applied to it rollValue = Random.Range(1, 21) + dexModifier; Debug.Log(rollValue); health = health - rollValue; if (health <= 0) { score.IncrementScore(healthValue[rand]); Destroy(gameObject, 0.1f); } if (rollValue == 20f) { bool isCriticalHit = true; damagePopup.Create(transform.position, rollValue, isCriticalHit); Instantiate(boom, transform.position, Quaternion.identity); } else { bool isCriticalHit = false; damagePopup.Create(transform.position, rollValue, isCriticalHit); } } }
void OnCollisionEnter(Collision col) { //deduct damage from boss when hit with dice if (col.gameObject.tag == "ball" || col.gameObject.tag == "multiball") { rollValue = Random.Range(1, 21) + dexModifier; Debug.Log(rollValue); if (rollValue == 20f) { bool isCriticalHit = true; damagePopup.Create(transform.position, rollValue, isCriticalHit); } else { bool isCriticalHit = false; damagePopup.Create(transform.position, rollValue, isCriticalHit); } health = health - rollValue; score.IncrementScore(rollValue); } }
void OnCollisionEnter(Collision col) { if (col.gameObject.tag == "ball" || col.gameObject.tag == "multiball") { //when the ball hits the enemy, the enemy calculates how much damage is applied to it rollValue = Random.Range(1, 21) + dexModifier; Debug.Log(rollValue); health = health - rollValue; score.IncrementScore(rollValue); if (health <= 0) { score.IncrementScore(healthValue[rand]); if (Random.Range(1, 21) > 12) //frequency of power ups spawning { Instantiate(powerUp, transform.position, Quaternion.Euler(90, 0, 0)); ; } Destroy(gameObject, 0.1f); //delayed destroy so the ball bounces off the enemy before destroying } if (rollValue == 20f) { bool isCriticalHit = true; damagePopup.Create(transform.position, rollValue, isCriticalHit); Instantiate(boom, transform.position, Quaternion.identity); } else { bool isCriticalHit = false; damagePopup.Create(transform.position, rollValue, isCriticalHit); } } }