void Boom_Tick() { if (_animator.GetCurrentAnimationProgress() >= 1f) { currentState = State.Fade; } _damageDealer.Update(); Collider2D hitCollider2D = Physics2D.OverlapBox(transform.position + new Vector3(0.5f, 0.9f) + new Vector3(-0.05f, -0.2f), new Vector2(1.6f, 1.7f), 0f, LayerMask.GetMask("PlayerBody")); if (hitCollider2D != null) { _damageDealer.DealDamage(hitCollider2D.gameObject, hitCollider2D.transform.position); } }
void Mid_Tick() { _timer += CupheadTime.Delta[CupheadTime.Layer.Enemy]; if (_timer >= Duration) { currentState = State.End; } _damageDealer.Update(); Collider2D[] hitCollider2Ds = Physics2D.OverlapBoxAll(transform.position + new Vector3(-0.54f, 3.34f), new Vector2(2.88f, 8.8f), 0f, LayerMask.GetMask("PlayerBody")); foreach (var hit in hitCollider2Ds) { _damageDealer.DealDamage(hit.gameObject, hit.transform.position); } // DebugExtensions.DrawBox ( transform.position + new Vector3 ( -0.54f, 3.34f ), new Vector2 ( 2.88f, 8.8f ), 0f, Color.red ); }