public override void ActionCheck(Collider2D c) { base.ActionCheck(c); if (IsPreformingAction && AttackEffectTags.Contains(c.gameObject.tag) && AttactkCollider2D.enabled) { if (c.gameObject.tag == "Enemy") { //var enemies = c.GetComponentsInParent<Damagable>(); var enemies = c.GetComponents<Damagable>(); for (var i = 0; i < enemies.Count(); i++) { enemies[i].TakeDamage("Player", DamageAmt); //todo: figure out the angle of approach and bounce enemy\player off when damaged //c.GetComponentsInParent( ) ////c.OverlapPoint() //enemies[i].transform.Move(); } } if (c.gameObject.tag == "Player") { var player = c.GetComponentsInParent<Damagable>(); for (var i = 0; i < player.Count(); i++) { player[i].TakeDamage("Enemy", DamageAmt); //todo: figure out the angle of approach and bounce enemy\player off when damaged //c.GetComponentsInParent( ) ////c.OverlapPoint() //enemies[i].transform.Move(); } } } }
public override void ActionCheck(Collider2D c) { base.ActionCheck(c); if (AttackEffectTags.Contains(c.gameObject.tag) && this.DamageAreaCollider2D.enabled) { if (AttackEffectTags.Contains(c.gameObject.tag)) { var enemies = c.GetComponentsInParent<Damagable>(); for (int i = 0; i < enemies.Count(); i++) { enemies[i].TakeDamage("Obstacle", DamageAmt); } } } }
void OnTriggerExit2D(Collider2D other) { if (other.tag == "PlayerObject" && opened) { other.GetComponentsInParent<Score_Counter> ()[0].in_portal = false; } }