private void OnTriggerEnter(Collider other) { if (other.gameObject.tag != "Censor") { //부딪힌 대상이 타겟과 같으면 if (other.gameObject == target.gameObject) { HP_C targetHP = other.gameObject.GetComponentInChildren <HP_C> (); if (targetHP != null) { targetHP.GetDamage(damage); } if (impactEffect) { GameObject effectIns = (GameObject)Instantiate(impactEffect, transform.position, transform.rotation); Destroy(effectIns, 2f); } Destroy(this.gameObject); //this.gameObject.SetActive(false); } else { Destroy(this.gameObject, 2f); } } }
void Awake() { navMeshagent = GetComponent <NavMeshAgent> (); viewSightCollider = GetComponentInChildren <SphereCollider> (); hp = GetComponentInChildren <HP_C> (); unitDetection = GetComponentInChildren <Unit1Detection_C>(); goal = GameObject.FindGameObjectWithTag("Player2Nexus"); anim = GetComponentInChildren <Animator> (); myAudio = GetComponent <AudioSource>(); }
//포탑의 체력 증가 public void PutTowerRHP() { if (fp >= 250) { HP_C turretHP_R = turretR.GetComponentInChildren <HP_C>(); turretHP_R.SetHealth(500); fp -= 250; } else { MyDebug.Log("열의가 부족합니다."); } }
//포탑의 체력 증가 public void PutTowerLHP() { Debug.Log("GetTowerLHP"); if (fp >= 250) { HP_C turretHP_L = turretL.hp; turretHP_L.SetHealth(500); fp -= 250; } else { MyDebug.Log("열의가 부족합니다."); } }
private void OnTriggerEnter(Collider other) { //1. 오직 해당 영역에 충돌한 주체가 적 유닛일 때만 엔딩 진행 if (other.gameObject.layer == 9) { HP_C otherHp = other.GetComponent <HP_C>(); nexus1.GetNexusDamage(); otherHp.currentHealth = 0; } else if (other.gameObject.layer == 8) { HP_C otherHp = other.GetComponent <HP_C>(); nexus2.GetNexusDamage(); otherHp.currentHealth = 0; //사라진 자리에 파티클 생성 } }
private void Start() { //터렛의 HP 스크립트에 접근해야 함 HP_C turretHP_R = turretR.GetComponentInChildren <HP_C>(); }