public void ProcessDamage(int damage) { int damageToApply = damage * damageMultiplier; enemyMaster.CallEventEnemyDeductHealth(damageToApply); playerMaster.CallEventPlayerEarnsPoints(damage); }
void OnTriggerEnter(Collider other) { if (other.GetComponent <Rigidbody>() != null) { rigidBodyStrikingMe = other.GetComponent <Rigidbody>(); if (rigidBodyStrikingMe.mass >= massRequirement && rigidBodyStrikingMe.velocity.sqrMagnitude > speedRequirement * speedRequirement) { damageToApply = (int)(damageFactor * rigidBodyStrikingMe.mass * rigidBodyStrikingMe.velocity.magnitude); enemyMaster.CallEventEnemyDeductHealth(damageToApply); } } }