void OnCollisionEnter2D(Collision2D coll) { //Check if player is stomping the enemy if ((coll.collider.gameObject.tag == "Player") && canStomp == true) //If it hits the player { foreach (ContactPoint2D contact in coll.contacts) { if (stompCollider.GetInstanceID() == contact.otherCollider.GetInstanceID()) { StartCoroutine(stompTimer()); //Start timer for next stomp //Debug.Log ("StompCollider hit !"); if (playerController == null) { playerController = coll.collider.gameObject.GetComponent <Controller>(); //Get controller and Jump } playerController.Jump(); hp.AdjustCurrentHealth(-stompDamage); } } } //Direction Change check if (canRotate == true && coll.collider.gameObject.layer == 11 || coll.collider.gameObject.layer == 13 || coll.collider.gameObject.layer == 14) //If it hits wall/player/enemy { foreach (ContactPoint2D contact in coll.contacts) { if (frontCollider.GetInstanceID() == contact.otherCollider.GetInstanceID()) //If it collided with the front { StartCoroutine(Flip()); //Debug.Log ("FrontCollider hit !"); } } } }
private void Attack(CircleCollider2D col) { var cols = Physics2D.OverlapCircle(col.bounds.center, col.radius, LayerMask.GetMask("Hitbox")); Debug.Log(cols.GetInstanceID() + " : " + AttackBox.GetInstanceID()); }