void OnTargetHit() { // the target could already be dead.. check.. if (target != null && target.gameObject.activeInHierarchy) { BaseGameEntity targetEntity = target.GetComponent <BaseGameEntity>(); targetEntity.DecreaseHp(cur_damage); if (particalPrefab != null) { GameObject partical = Instantiate <GameObject>(particalPrefab); partical.transform.position = target.transform.position; SmartParticle sp = partical.GetComponent <SmartParticle>(); if (sp != null) { sp.StickToTarget(target); } } if (isBufferUsed) { targetEntity.RegisterBuffer(buffer); } } EntityManager.S.ReturnEntity(this); }
public override void OnTriggerEnter_FromCollider(BaseGameEntity target) { // the target could already be dead.. check.. if (target.gameObject.activeInHierarchy) { if (collidedList.Contains(target) == false) { collidedList.Add(target); target.DecreaseHp(cur_damage); if (isBufferUsed) { target.RegisterBuffer(buffer); } } if (curCollidingList.Contains(target) == false) { curCollidingList.Add(target); } } }