void OnTriggerEnter(Collider other) { ID_Manager tempID_Manager = (ID_Manager)other.transform.root.GetComponent("ID_Manager"); if (tempID_Manager == null) { return; } //make sure you aren't hitting self or hitting someone repeatedly for (int i = 0; i < ids.Count; i++) { if (tempID_Manager.ID == ids[i]) { return; } } //make sure it's a player being hit PowerUpHit tempPowerUpHit = other.transform.root.gameObject.GetComponent <PowerUpHit>(); if (!tempPowerUpHit) { return; } ids.Add(tempID_Manager.ID); //perform general hit tempPowerUpHit.GeneraliHit(); }
void OnTriggerEnter(Collider other) { //make it's the player being hit, and not their weapon or a projectile PowerUpHit tempPowerUpHit = other.transform.root.gameObject.GetComponent <PowerUpHit>(); if (!tempPowerUpHit) { return; } //prevent you from hitting yourself with the ability ID_Manager tempID_Manager = (ID_Manager)other.transform.root.GetComponent("ID_Manager"); if (tempID_Manager.ID == checkID) { return; } //general hit causes player to flip and halt movement for a moment tempPowerUpHit.GeneraliHit(); }