private void OnCollisionWithPlayer() { float playerRadius = playerPos.GetComponent <CircleCollider2D>().radius; float sum = radius + playerRadius; float playerPercentage = (playerRadius * 100) / sum; float enemyPercentage = (radius * 100) / sum; float difference = playerPercentage - enemyPercentage; if (playerPercentage >= 70) { KillCurentEnemy(); } else { health--; player.damageIntake(1); } // else if (playerPercentage < enemyPercentage) // { // Debug.Log("Enemy"); // Debug.Log("Damage: " + Mathf.RoundToInt(enemyPercentage / 10)); // player.damageIntake(Mathf.RoundToInt(enemyPercentage / 10)); // } // else // { // health -= Mathf.RoundToInt(playerPercentage / 10); // } }
private void OnTriggerEnter2D(Collider2D collision) { if (collision.CompareTag("Player")) { player.damageIntake(damagePerHit); Destroy(gameObject); } }
void OnTriggerEnter2D(Collider2D other) { if (other.CompareTag("Player")) { player.damageIntake(5); KillCurentEnemy(); } if (other.CompareTag("Fire")) { Destroy(other.gameObject); KillCurentEnemy(); } }
void OnTriggerEnter2D(Collider2D other) { if (other.CompareTag("Player")) { player.damageIntake(1); KillCurentEnemy(); } if (other.CompareTag("Fire")) { health--; Destroy(other.gameObject); if (health < 1) { KillCurentEnemy(); } else { } } }