protected override void Explode() { _explosion.enabled = true; _spriteRenderer.enabled = false; Collider[] hitObjects = Physics.OverlapSphere(transform.position, _explosionRadius, _hitMask); foreach (Collider obj in hitObjects) { PlayerStatus status = obj.GetComponent <PlayerStatus>(); if (status != null) { status.TakeDamage(_bombDamage); } } }
private void OnTriggerEnter(Collider other) { if (_hitMask == (_hitMask | (1 << other.gameObject.layer))) { PlayerStatus status = other.GetComponent <PlayerStatus>(); if (status != null) { status.TakeDamage(_damage); } Destroy(gameObject); return; } if (other.GetComponent <LuckyStar>() != null) { Destroy(gameObject); } }
private void OnTriggerEnter(Collider other) { if (_hitMask == (_hitMask | (1 << other.gameObject.layer))) { PlayerStatus status = other.GetComponent <PlayerStatus>(); _player = other.gameObject; if (status != null) { status.TakeDamage(_damage); status.setStun(2f, true); _direction = (_startingPosition - transform.position).normalized; _rigidbody.velocity = _direction * _speed; _hit = true; } return; } }