private void DoBulletHit() { if (radius == 0) { target.GetComponent <enemy>().TakeDamage(damage); Destroy(gameObject); } else { Collider[] cols = Physics.OverlapSphere(transform.position, radius); foreach (Collider c in cols) { enemy e = c.GetComponent <enemy>(); if (e != null) { e.TakeDamage(damage); //e.GetComponent<enemy>().TakeDamage(damage); } } } // Get rid of bullet. Destroy(gameObject); }
void shoot() { muzzleFlash.Play(); RaycastHit hit; if (Physics.Raycast(fpsCam.transform.position, fpsCam.transform.forward, out hit, range)) { if (hit.collider.tag == "Enemy") { StartCoroutine(CourseCoroutine()); Object.GetComponent <MeshRenderer>().material = red; Object2.GetComponent <MeshRenderer>().material = red; } Debug.Log(hit.transform.name); enemy enemy = hit.transform.GetComponent <enemy>(); if (enemy != null) { enemy.TakeDamage(damage); } } }
IEnumerator Shoot(float seconds) { while (firing) { muzzleFlashRight.Play(); muzzleFlashLeft.Play(); RaycastHit hit; if (Physics.Raycast(fpsCam.transform.position, fpsCam.transform.forward, out hit, range)) { enemy planeZero = hit.transform.GetComponent <enemy>(); if (planeZero != null) { planeZero.TakeDamage(damage); } } int count = 0; while (count < duration) { ObjectToShake.transform.Translate(Mathf.Cos(Random.value) * ShakeSize.x, Mathf.Cos(Random.value) * ShakeSize.y, Mathf.Cos(Random.value) * ShakeSize.z); ShakeSize *= -1; yield return(new WaitForSeconds(0.02f)); count++; } ObjectToShake.transform.localPosition = posInitial; yield return(new WaitForSeconds(seconds)); } }
// set laser position, and enable it private void Laser( ) { if (targetEnemy != null) { // call get damage and pass the amount of damage targetEnemy.TakeDamage(damageOverTime * Time.deltaTime); targetEnemy.Slow(slowPct); laserSound.enabled = true; } // set the position of the laser beam from the Leaser beam to the target lineRenderer.SetPosition(0, firePoint.position); lineRenderer.SetPosition(1, target.position); // get the position of enemy looking back to the turret Vector3 dir = firePoint.position - target.position; // set the position of the Particle system [ we need to offset it by by half from the center of the enemy ] impactEffect.transform.position = target.position + dir.normalized; // set the rotation of the Particle system impactEffect.transform.rotation = Quaternion.LookRotation(dir); // enable the object line renderer if (!lineRenderer.enabled) { lineRenderer.enabled = true; impactEffect.Play(); leaserLight.enabled = true; } }
void OnTriggerEnter2D(Collider2D hitInfo) { if (hitInfo.gameObject.tag == "Enemy") { enemy enemy = hitInfo.gameObject.GetComponent <enemy>(); //hitInfo.gameObject.tag == "Enemy" if (enemy != null) { enemy.TakeDamage(damage); Destroy(gameObject); } } if (hitInfo.gameObject.CompareTag("Wall")) { if (bounce) { transform.Rotate(0f, 180, 0f); rb.velocity = -1f * rb.velocity; bounce = false; } else { Destroy(gameObject); } } }
void ExplosionDamage(Transform Enemy) { e = Enemy.GetComponent <enemy>(); if (e != null) { GameObject BurnEffect = Instantiate(BurnEffectPrefab, Enemy.position, Quaternion.identity); BurnEffect.transform.parent = Enemy; if (e.isFly) { e.TakeDamage(enableblood, isIceDamage, ExplodeDamage / 3, 0); } else { e.TakeDamage(enableblood, isIceDamage, ExplodeDamage, 0); } } }
void OnTriggerEnter2D(Collider2D hitInfo) { enemy enemy = hitInfo.GetComponent<enemy>(); if (enemy != null) { enemy.TakeDamage(damage); } Destroy(gameObject); }
void Damage(Transform enemyToDamage) { enemy e = enemyToDamage.GetComponent <enemy>(); if (e != null) { e.TakeDamage(damage); } }
void Damage(Transform en) { enemy e = en.GetComponent <enemy>(); if (e != null) { e.TakeDamage(damage, owner); } }
void OnTriggerEnter2D(Collider2D hitInfo) { enemy enemy = hitInfo.GetComponent <enemy>(); if (enemy != null) { enemy.TakeDamage(damage); } Instantiate(impactEffect, transform.position, transform.rotation); Destroy(gameObject); }
// Damage the target void Damage(Transform enemy) { // get specific Component from the Transform enemy using GetComponent<> enemy e = enemy.GetComponent <enemy>(); if (e != null) { // call get damage and pass the amount of damage e.TakeDamage(damage); } }
public void shoot() { RaycastHit hit; if (Physics.Raycast(fps_cam.transform.position, (fps_cam.transform.forward), out hit, range)) { enemy mimic = hit.transform.GetComponent <enemy>(); if (mimic != null) { mimic.TakeDamage(damage); } } }
void OnTriggerEnter2D(Collider2D hitInfo) { enemy enemy = hitInfo.GetComponent <enemy>(); if (enemy != null) { enemy.TakeDamage(damage); } GameObject effect = Instantiate(hitEffect, transform.position, Quaternion.identity); Destroy(effect, 5f); Destroy(gameObject); }
void Shoot() { RaycastHit2D hitInfo = Physics2D.Raycast(shootshoot.position, shootshoot.right); if (hitInfo) { enemy enemy = hitInfo.transform.GetComponent <enemy>(); if (enemy != null) { enemy.TakeDamage(damage); } } }
void OnTriggerEnter(Collider other) { enemy enemyhit = other.gameObject.GetComponent <enemy>(); if (enemyhit != null) { enemyhit.TakeDamage(missileDamage); Debug.Log("damage given"); } Debug.Log("impact"); // Destroy(gameObject); Die = true; }
void Damage(Transform TransformEnemy) { e = TransformEnemy.GetComponent <enemy>(); if (e != null) { if (explosionRadius > 0) { GameObject BurnEffect = Instantiate(BurnEffectPrefab, e.transform.position, Quaternion.identity); BurnEffect.transform.parent = e.transform; // GameObject ExplodeEffectInfo = Instantiate (ExplodeEffect,TransformEnemy.position,Quaternion.identity); // Destroy(ExplodeEffectInfo,5f); } e.TakeDamage(enableblood, isIceDamage, damage, 0); } }
void OnMouseDown() { Collider2D[] colliders = Physics2D.OverlapCircleAll(transform.position, radius); foreach (Collider2D collider in colliders) { Debug.Log("sadsadsdas"); if (collider.tag == "enemy") { Debug.Log("enemyHIT"); enemy enemy = collider.GetComponent <enemy>(); enemy.TakeDamage(false, false, 800, 0); } } Prop.fire(); Destroy(gameObject); }
void FireLasers() { StartCoroutine("laserFlash"); RaycastHit hit; if (Physics.Raycast(ship.transform.position, ship.transform.forward, out hit, laserRange)) { //hit.transform is the object you hit enemy enemyhit = hit.transform.GetComponent <enemy>(); if (enemyhit != null) { enemyhit.TakeDamage(laserDamage); laser.SetPosition(1, hit.transform.position); } } }
private void OnTriggerEnter2D(Collider2D collision) { enemy Enemy = collision.GetComponent <enemy>(); if (Enemy != null) { Enemy.TakeDamage(Power); Instantiate(particle, transform.position, transform.rotation); Destroy(gameObject); } if (collision.name != "Player") { Instantiate(particle, transform.position, transform.rotation); Destroy(gameObject); } }
void OnTriggerEnter2D(Collider2D hitInfo) { Debug.Log(hitInfo.name); enemy enemyRef = hitInfo.gameObject.GetComponent <enemy>(); if (enemyRef != null) { Debug.Log("enemyHit"); enemyRef.TakeDamage(damage); } Debug.Log("explode!!!"); //Instantiate(impactEffect, transform.position, transform.rotation); Destroy(gameObject); }
//raycast method void shoot() { //Plays particle on shoot for gun effect gunFlash.Play(); //declare Raycast for gun RaycastHit hit; if (Physics.Raycast(fpsCam.transform.position, fpsCam.transform.forward, out hit, range)) { Debug.Log(hit.transform.name); enemy target = hit.transform.GetComponent <enemy>(); //Checks if Raycast hit something for it to takedamage if (target != null) { //calls public command from enemy to take damage target.TakeDamage(damage); } } }
void Laser() { targetEnemy.TakeDamage(damageOverTime * Time.deltaTime); targetEnemy.Slow(slowAmount); if (!lineRenderer.enabled) { lineRenderer.enabled = true; impactEffect.Play(); impactLight.enabled = true; } lineRenderer.SetPosition(0, firePoint.position); lineRenderer.SetPosition(1, target.position); Vector3 dir = firePoint.position - target.position; impactEffect.transform.rotation = Quaternion.LookRotation(dir); impactEffect.transform.position = target.position + 0.25f * dir.normalized; }
void OnTriggerEnter2D(Collider2D _collision) { if (_collision.CompareTag("Enemy")) { enemy _enemy = _collision.GetComponent<enemy>(); _enemy.TakeDamage(_Damage); Global_Script.scorePoint += _enemy.chars[_enemy.chousenChar].GetComponent<Char>().costEnemy; DestroySnowBall(); } if (_collision.CompareTag("Player")) { Player _player = _collision.GetComponent<Player>(); _player.TakeDamage(_Damage); DestroySnowBall(); } }
void Shoot() { RaycastHit hit; if (fireTimer < fireRate || currentBullets <= 0) { return; } if (Physics.Raycast(fpsCam.transform.position, fpsCam.transform.forward, out hit, Convert.ToInt32(range))) { //Debug.Log(hit.transform.name); enemy target = hit.transform.GetComponent <enemy>(); if (target != null && hit.rigidbody != null) { target.TakeDamage(damage); GameObject impactBlood = Instantiate(impactEffectBlood, hit.point, Quaternion.LookRotation(hit.normal)); Destroy(impactBlood, 0.5f); hit.rigidbody.AddForce(-hit.normal * impactForce); } else { GameObject impactGameObject = Instantiate(impactEffect, hit.point, Quaternion.LookRotation(hit.normal)); Destroy(impactGameObject, 0.5f); } } muzzleFlash.Play(); PlayShootSound(); anim.CrossFadeInFixedTime("Fire", 0.1f); currentBullets--; UpdateBulletsText(); fireTimer = 0.0f; //reset fire timer }
void Laser() { if (!AttackPlayer) { targetEnemy.TakeDamage(damageOverTime * Time.deltaTime); targetEnemy.Slow(slowAmount); if (Type == 4) { targetEnemy.AddSpeed(2); } } else { targetPlayerLife.TakeDamage(damageOverTime * Time.deltaTime); targetPlayerSpeed.Slow(slowAmount); if (Type == 4) { targetPlayerSpeed.AddSpeed(2); } } if (!lineRenderer.enabled) { lineRenderer.enabled = true; impactEffect.Play(); impactLight.enabled = true; } lineRenderer.SetPosition(0, firePoint.position); lineRenderer.SetPosition(1, target.position); Vector3 dir = firePoint.position - target.position; impactEffect.transform.position = target.position + 12 * dir.normalized; impactEffect.transform.rotation = Quaternion.LookRotation(dir); }
//raycast method void shoot() { //Plays particle on shoot for gun effect gunFlash.Play(); //declare Raycast for gun RaycastHit hit; Vector3 Direction = fpsCam.transform.forward; Direction.x += Random.Range(-0.1f, 0.1f); Direction.y += Random.Range(-0.1f, 0.1f); Direction.z += Random.Range(-0.1f, 0.1f); if (Physics.Raycast(fpsCam.transform.position, Direction, out hit, range)) { Debug.Log(hit.transform.name); Debug.DrawLine(fpsCam.transform.position, hit.point, Color.green); enemy target = hit.transform.GetComponent <enemy>(); //Checks if Raycast hit something for it to takedamage if (target != null) { //calls public command from enemy to take damage target.TakeDamage(damage); } } }