public void Attack(float horiz, float vert) { if (CanAttack) { shootCooldown = shootingRate; var shotTransform = Instantiate(shotPrefab) as Transform; shotTransform.position = transform.position; shotTransform.position += new Vector3(0, 0.6f, 0); ProjectileMoveScript move = shotTransform.gameObject.GetComponent <ProjectileMoveScript>(); move.direction = new Vector2(horiz, vert); } }
void OnTriggerEnter2D(Collider2D otherCollider) { ProjectileMoveScript shot = otherCollider.gameObject.GetComponent <ProjectileMoveScript>(); if (shot != null) { this.lives -= 1; if (lives == 0) { this.rigidbodyComponent.constraints = RigidbodyConstraints2D.None; PolygonCollider2D p = GetComponent <PolygonCollider2D>(); p.isTrigger = false; Destroy(this); Destroy(gameObject, 3); } } }
void OnTriggerEnter2D(Collider2D otherCollider) { ProjectileMoveScript shot = otherCollider.gameObject.GetComponent <ProjectileMoveScript>(); if (shot != null) { if (this.lives < 1) { Rigidbody2D rigidbodyComponent = GetComponent <Rigidbody2D>(); rigidbodyComponent.constraints = RigidbodyConstraints2D.None; Destroy(this.gameObject, 3); } else { this.lives -= 1; } } }
void OnTriggerEnter2D(Collider2D otherCollider) { ProjectileMoveScript shot = otherCollider.gameObject.GetComponent <ProjectileMoveScript>(); if (shot != null) { Destroy(otherCollider.gameObject); if (lives <= 0) { this.rb.constraints = RigidbodyConstraints2D.None; PolygonCollider2D p = GetComponent <PolygonCollider2D>(); p.isTrigger = false; Destroy(this); Destroy(gameObject, 3); } else { StartCoroutine(hasBeenHit()); } } }
public void Attack() { if (CanAttack) { shootCooldown = shootingRate; var shotTransform = Instantiate(shotPrefab) as Transform; shotTransform.position = transform.position; ProjectileMoveScript move = shotTransform.gameObject.GetComponent <ProjectileMoveScript>(); Player player = GetComponent <Player>(); if (player.facingRight) { move.direction = this.rollingRight; } else { move.direction = this.rollingLeft; } } }