void OnTriggerEnter(Collider hit) { if (hit.gameObject.layer != LayerMask.NameToLayer("RangeLayer")) { if (hit.gameObject.tag == "Enemy") { EnemyStats temp = hit.GetComponent <EnemyStats>(); temp.Attacked(stats, myDamageType); } } }
void OnTriggerEnter(Collider hit) { if (hit.gameObject.layer != LayerMask.NameToLayer("Ignore Raycast")) { if (hit.gameObject.tag == "Enemy") { EnemyStats temp = hit.GetComponent <EnemyStats>(); temp.Attacked(stats, damageType); } inActiveBullets[prefabName].Enqueue(gameObject); gameObject.active = false; } }