private void OnTriggerEnter(Collider other) { Rigidbody otherrb = other.gameObject.GetComponent <Rigidbody>(); Vector3 kbvec = PI.gameObject.transform.GetChild(0).forward; kbvec.y = .2f; kbvec *= knockback; if (otherrb) { Debug.Log(other.gameObject.name); //play sound effect //based on tag? //add team checker for these parts if (otherrb.gameObject.tag == "Player") { PI.Cmd_Hitstun(otherrb.gameObject, hitstun); PI.Cmd_Knockback(otherrb.gameObject, kbvec); PI.Cmd_Damage(otherrb.gameObject, damage); //Debug.Log("network hit"); //otherrb.gameObject.GetComponent<HitstunCaller>().Rpc_Hitstun(hitstun); //otherrb.gameObject.GetComponent<Health_Caveman>().Damage(damage); //Cmd_Caller(otherrb.gameObject, kbvec); //if (otherrb.gameObject.GetComponent<Health_Caveman>().GetCurHealth() <= 0) //{ //+1 kill //} } else if (otherrb.gameObject.tag == "OnlinePlayer") { otherrb.gameObject.GetComponent <Caveman_RB>().Hitstun(hitstun); } else if (otherrb.gameObject.tag == "AIPlayer") { //otherrb.gameObject.GetComponent<AI_Caveman>().Hitstun(hitstun); } else if (!otherrb.gameObject.GetComponent <ItemInteraction>()) { otherrb.AddForce(kbvec, ForceMode.VelocityChange); //PI.Cmd_Knockback(otherrb.gameObject, kbvec); //PI.Cmd_ItemKB(otherrb.gameObject, kbvec); } else { //otherrb.AddForce(kbvec, ForceMode.VelocityChange); //PI.Cmd_Knockback(otherrb.gameObject, kbvec); PI.Cmd_ItemKB(otherrb.gameObject, kbvec); } } }