// I don't think this will ever be used, at least not while the colliders are set up as they are. public void attack(Actor target) { target.TakeDamage(attackStrength); }
bool IsOpponent(Actor other) { return this.GetType() != other.GetType(); }
bool IsValidAttack(Actor other) { return other && IsOpponent(other) && other.attacking; }
void Start() { enemy = Instantiate<GameObject>(enemy); enemy.transform.position = transform.position; actor = enemy.GetComponent<Actor>(); }