void OnTriggerStay(Collider other) { if (IsDestroyOnCollision && other.attachedRigidbody && (other.gameObject.layer != gameObject.layer)) { //apply damage here DamageData.ApplyDamage(other.attachedRigidbody.gameObject, DamageQty, Dir); Destroy(gameObject); } }
public static void ApplyDamage(GameObject _obj, float _quantity, Vector2 _force = default(Vector2), eDmgType _type = eDmgType.NORMAL) { DamageData damageData = new DamageData() { Quantity = _quantity, Force = _force, Type = _type }; damageData.ApplyDamage(_obj); }
public static void ApplyDamage( GameObject _obj, float _quantity, Vector2 _force = default(Vector2), eDmgType _type = eDmgType.NORMAL ) { DamageData damageData = new DamageData(){ Quantity = _quantity, Force = _force, Type = _type }; damageData.ApplyDamage( _obj ); }