void OnTriggerEnter2D(Collider2D other) { // Debug.Log(other.tag); rb2d.velocity = new Vector2(0, 0); if (other.tag == "Player") { AttackPlayer(other.gameObject); } else if (other.tag == "Wall") { wallObject = other.gameObject; // Debug.Log(wallObject.tag); wall = other; aWall = wallObject.GetComponent <WallHealth>(); AttackWall(wall); // Debug.Log(aWall.curHealth); } else if (other.tag == "Archer") { AttackArcher(other.gameObject); } else if (other.tag == "Arrow") { Injured(); } }
public void RpcResetWalls() { Debug.Log("reset walls rpc"); NextWallToBuild = 0; //foreach deactivate int c = 0; foreach (wallLevels wallLevel in wallLevelGroup) { if (wallLevel.Level.activeInHierarchy) { Debug.Log(wallLevel.Level.transform.childCount); for (int i = 0; i < wallLevel.walls.Count; i++) { Debug.Log("Working on Wall " + i); WallHealth wallScript = wallLevel.walls[i].GetComponent <WallHealth>(); wallScript.CmdTakeDamage1(wallScript.maxHealth); //Why no blob spawn? wallScript.ResetWall(); } BuilderModel[c].SetActive(false); c++; wallLevel.Level.SetActive(false); Debug.Log("Walls turned off"); } } }
private void OnTriggerEnter(Collider other) { //Used to stop the hitbox from dealing too much damage to each individual Gates if (other.gameObject.tag == "Gate" && !stopIt) { WallHealth _wHp = FindObjectOfType <WallHealth>(); StartCoroutine(DamageWall(_wHp)); } }
private IEnumerator DamageWall(WallHealth wall) { wall.TakeDamage(300); damagePause = true; yield return(new WaitForSeconds(0.05f)); damagePause = false; stopIt = true; }
// Use this for initialization void Start() { player1 = GameObject.FindGameObjectWithTag("Player"); player2 = GameObject.FindGameObjectWithTag("Player2"); Wall1 = GameObject.FindGameObjectWithTag("Wall1"); Wall2 = GameObject.FindGameObjectWithTag("Wall2"); playerScript = gameObject.GetComponent<HealthScript>(); enemyScript = gameObject.GetComponent<EnemyHealth>(); armorScript = gameObject.GetComponent<WallHealth>(); anim = GetComponent<Animator>(); }
public void RpcDeactivateWallLevels() { int c = 0; foreach (wallLevels wallLevel in wallLevelGroup) { if (wallLevel.Level.activeInHierarchy) { Debug.Log(wallLevel.Level.transform.childCount); for (int i = 0; i < wallLevel.walls.Count; i++) { Debug.Log("Working on Wall " + i); WallHealth wallScript = wallLevel.walls[i].GetComponent <WallHealth>(); //Why no blob spawn? wallScript.ResetWall(); } c++; wallLevel.Level.SetActive(false); Debug.Log("Walls turned off"); } } }
private void Start() { // хотел сделать через Inject, но там бага // https://github.com/modesttree/Zenject/issues/275 _wallHealth = GetComponentInParent <WallHealth>(); }
void Start() { wallHealth = this.gameObject.AddComponent<WallHealth>(); wallHealth.SetParent(this); wallHealth.SetHealth(10); }