// Update is called once per frame void Update() { if (Input.GetMouseButtonDown(0)) { StartCoroutine(ShotEffect()); Vector3 rayOrigin = fpsCam.ViewportToWorldPoint(new Vector3(0.5f, 0.5f, 0)); RaycastHit hit; laserLine.SetPosition(0, barrelTip.position); if (Physics.Raycast(rayOrigin, fpsCam.transform.forward, out hit, weaponRange)) { laserLine.SetPosition(1, hit.point); HitBox health = hit.collider.GetComponent <HitBox>(); if (health != null) { health.Damage(gunDamage); } if (hit.rigidbody != null) { hit.rigidbody.AddForce(-hit.normal * hitForce); } } else { laserLine.SetPosition(1, rayOrigin + (fpsCam.transform.forward * weaponRange)); } } }
void OnTriggerEnter(Collider other) { HitBox health = other.gameObject.GetComponent <HitBox>(); if (health != null) { health.Damage(1); } }
void OnTriggerEnter(Collider other) { HitBox health = other.gameObject.GetComponent <HitBox>(); if (health != null && !hasHitPlayer) { health.Damage(1); if (health.simplehealth != null && health.simplehealth.Health < 1) { hasHitPlayer = true; } // Walk opposite dir ((EnemyBounceAndFallInput)characterInput).direction *= -1; } }
void OnTriggerEnter(Collider other) { HitBox health = other.gameObject.GetComponent <HitBox>(); if (health != null && !hasHitPlayer) { hasHitPlayer = true; health.Damage(1); if (other.transform.position.x > transform.position.x) { velocity = speed * -1; } else if (other.transform.position.x < transform.position.x) { velocity = speed; } } }