public void OnCollisionAction(ProjectileData projectile, Collision collision) { var damage = 2 * DamageFactor; _ownerCharacterData.HitPoints -= (int)damage; MessageBus.SendMessage(NetBroadcastMessage.Get(Network.API.Messages.DELETE_OBJECT, UnityEngine.Networking.QosType.Reliable, projectile.GetComponent <Channel>().ChannelIds[SubscribeType.Network])); Destroy(projectile.gameObject); }
public void OnTriggerEnter2D(Collider2D other) { Debug.Log(other.gameObject.layer); if (other.gameObject.layer == LayerMask.NameToLayer("CoverZone")) { coverAvailable = true; coverLevel += 1; } if (other.gameObject.CompareTag("Bullet")) { Debug.Log("ouch"); ProjectileData proj = other.gameObject.GetComponent <ProjectileData>(); modHealth(proj.GetComponent <ProjectileData>().Damage); } }