void OnCollisionEnter(Collision collision) { IA_Skeleton_code script = holder.GetComponent <IA_Skeleton_code>(); if (IsHiting && collision.gameObject == script.GetTarget()) { Debug.Log("hit"); script.ApplyDamage(collision.gameObject); IsHiting = false; } }
void OnTriggerEnter(Collider collision) { IA_Skeleton_code script = holder.GetComponent <IA_Skeleton_code>(); Debug.Log(collision.gameObject.tag + " test"); if (IsHiting && collision.gameObject == script.GetTarget()) { Debug.Log("hit"); script.ApplyDamage(collision.gameObject); if (Random.Range(0, 10) == 1) { collision.gameObject.GetComponent <UnarmedCharacter>().status = Status.Bleeding; if (collision.gameObject.GetComponent <PlayerStat>().coroutine != null) { StopCoroutine(collision.gameObject.GetComponent <PlayerStat>().coroutine); } collision.gameObject.GetComponent <PlayerStat>().SetDOT_Time(5); collision.gameObject.GetComponent <PlayerStat>().coroutine = StartCoroutine(collision.gameObject.GetComponent <PlayerStat>().GetOverTime()); } IsHiting = false; } }