private void OnTriggerEnter(Collider other) { if (carHealth && other.tag == "Bullet") { carHealth.DamageTaken(20); // damage car if car has health and a bullet hit it } }
/// <summary> /// When the minion hits a target /// </summary> /// <param name="collision"></param> private void OnTriggerEnter(Collider collision) { HealthScript healthOfPlayer = collision.GetComponent <HealthScript>(); if (collision.gameObject.tag == "Player" && healthOfPlayer) { healthOfPlayer.DamageTaken(15); } }
/// <summary> /// When the projectile hits an object /// </summary> /// <param name="other"></param> private void OnTriggerEnter(Collider other) { HealthScript healthOfThing = other.GetComponent <HealthScript>(); // gets health script of object if (healthOfThing) // if object has a health script { healthOfThing.DamageTaken(damageAmt); // damages object Instantiate(bulletParticles, this.transform.position, Quaternion.identity); // spawns the particle effect Destroy(this.gameObject); // destroys the projectile } }
/// <summary> /// When the projectile hits a target /// </summary> /// <param name="other"></param> private void OnTriggerEnter(Collider other) { HealthScript healthOfThing = other.GetComponent <HealthScript>(); // making a local variable from getting access from HealthScript if (healthOfThing) // if the healthOfThing has data/storing something { healthOfThing.DamageTaken(damageAmt); // damages the target } Destroy(this.gameObject); // destroys the projectile Instantiate(bulletParticles, this.transform.position, Quaternion.identity); // instantiates the bullet particles when it hits an object }
private void OnTriggerEnter(Collider other) { HealthScript healthOfThing = other.GetComponent <HealthScript>(); if (healthOfThing) { healthOfThing.DamageTaken(damageAmt); } Instantiate(bulletParticles, this.transform.position, Quaternion.identity); Destroy(this.gameObject); }
/// <summary> /// When the missile hits the target /// </summary> /// <param name="other"></param> private void OnTriggerEnter(Collider other) { HealthScript healthOfThing = other.GetComponent <HealthScript>(); // gets the HealthScript if (healthOfThing) // if the healthOfThing is 'there' { healthOfThing.DamageTaken(damageAmt); // damages the target } Instantiate(missleParticles, this.transform.position, Quaternion.identity); // spawns the particle effect of the explosion Destroy(this.gameObject); // Destroys gameObject }
void SplashDamageCheck() { Collider[] enemiesHit = Physics.OverlapSphere(transform.position, 10); // checks to see if enemies in a 10 meter distances were hit foreach (Collider other in enemiesHit) { HealthScript healthOfThing = other.GetComponent <HealthScript>(); // get enemies health if (healthOfThing) // if there were enemies that have health { healthOfThing.DamageTaken(damageAmt); // damages enemies } } }
/// <summary> /// Makes the splash damage work and damage things around it /// </summary> void SplashDamage() { Collider[] pawnsHit = Physics.OverlapSphere(transform.position, 7); // things that were hit in list foreach (Collider other in pawnsHit) { HealthScript healthOfThing = other.GetComponent <HealthScript>(); if (healthOfThing && healthOfThing.health > 0) { healthOfThing.DamageTaken(damageAmt); // damage thing } } }