private void OnTriggerEnter(Collider other) { if (other.tag == "PlayerSword") { PlayerSwordControl sword = other.GetComponent <PlayerSwordControl>(); health -= sword.FinalDamage(); fireTime = sword.fireDuration; fireDamage = sword.fireDamage; Transform opponent = other.transform.parent.parent; Vector3 knockbackDirection = opponent.position - transform.position; knockbackDirection.Normalize(); GetComponent <Rigidbody>().AddForce(knockbackDirection); if (sword.IsShock()) { stunDuration = sword.shockDuration; } } else if (other.tag == "EnemySword") { EnemySwordControl sword = other.GetComponent <EnemySwordControl>(); health -= sword.FinalDamage(); Transform opponent = other.transform.parent.parent; Vector3 knockbackDirection = opponent.position - transform.position; knockbackDirection.Normalize(); GetComponent <Rigidbody>().AddForce(knockbackDirection); } }
private void OnTriggerEnter(Collider other) { if (other.tag == "EnemySword") { EnemySwordControl sword = other.GetComponent <EnemySwordControl>(); if (currentShield > 0) { currentShield -= sword.FinalDamage(); } else { currentHealth -= sword.FinalDamage(); } fireTime = sword.fireDuration; fireDamage = sword.fireDamage; Transform opponent = other.transform.parent.parent; Vector3 knockbackDirection = opponent.position - transform.position; knockbackDirection.Normalize(); GetComponent <Rigidbody>().AddForce(knockbackDirection); sword.hitState = HitState.Hit; } //Add multiplayer? }