//Collisions void OnCollisionEnter(Collision collision) { GameObject hit = collision.gameObject; Health health = hit.GetComponent <Health>(); powerupStar powerup = hit.GetComponent <powerupStar>(); enemyBullet deflectBullet = hit.GetComponent <enemyBullet>(); enemyLaser deflectLaser = hit.GetComponent <enemyLaser>(); if (health != null) { health.TakeDamage(dmg); } if (powerup != null) { if (powerup.timer < 0.3) { powerup.powerup += 0.01f; } } if (deflectBullet != null) { deflectBullet.deflected = true; deflectBullet.speed -= deflectBullet.originalSpeed * 1.7f; deflectBullet.dmg = deflectBullet.dmg * 2; } if (deflectLaser != null) { deflectLaser.deflected = true; deflectLaser.speed -= deflectLaser.originalSpeed * 1.7f; deflectLaser.dmg = deflectLaser.dmg * 2; } }
void OnTriggerEnter2D(Collider2D col) { Debug.Log("Player hit!"); enemyLaser missile = col.gameObject.GetComponent <enemyLaser>(); if (missile) { health -= missile.GetDamage(); missile.Hit(); if (health <= 0) { Die(); } Debug.Log("Hit by a projectile."); } }