Exemplo n.º 1
0
 private void ProcessHit(DamagerDealer damageDealer)
 {
     health -= damageDealer.GetDamage();
     damageDealer.Hit();
     if (health <= 0)
     {
         Die();
     }
 }
Exemplo n.º 2
0
 private void ProcessHit(DamagerDealer damageDealer)
 {
     health -= damageDealer.GetDamage();
     damageDealer.Hit();
     counterLifePlayer.ProcessDamage(damageDealer.GetDamage());
     if (health <= 0)
     {
         Die();
     }
 }
Exemplo n.º 3
0
    // processing getting hit
    private void OnTriggerEnter2D(Collider2D other)
    {
        DamagerDealer damageDealer = other.gameObject.GetComponent <DamagerDealer>();

        if (!damageDealer)
        {
            return;
        }
        ProcessHit(damageDealer);
    }
Exemplo n.º 4
0
    private void DamageDealer(DamagerDealer damageDealer)
    {
        health -= damageDealer.GetDamage(); //We got the damage from the lazer and are subtracting to the health of this class
        damageDealer.Hit();

        if (health <= 0)
        {
            Die();
        }
    }
Exemplo n.º 5
0
    private void OnTriggerEnter2D(Collider2D collision)                                   //We don't need physics or coliisions when a lazer hits an object so we are using a trigger in that sense
    {
        DamagerDealer damageDealer = collision.gameObject.GetComponent <DamagerDealer>(); //We are grabbing the DamageDealer component thats on the object that collided with us and assigned it to damageDealer. This is smart because if we have different prefabs we can add different amounts of damage to the bullets or weapons we create.

        if (!damageDealer)                                                                //If we don't have a damage dealer return
        {
            return;
        }

        DamageDealer(damageDealer);
    }