private void OnTriggerEnter2D(Collider2D collision) { for (int i = 0; i < deathEffectParticles; i++) { Instantiate(deathParticle, transform.position, Quaternion.identity); } die = collision.GetComponentInChildren <ZombieInfectionController>(); die.GotGrenaded(); }
public void NERFShoot() { RaycastHit2D hit = Physics2D.Linecast(BoTransform.position, shootingDirection.position, layerMask); Debug.DrawLine(BoTransform.position, shootingDirection.position, Color.green, 20f); if (hit.collider != null) { Vector3 hitPoint = new Vector3(hit.point.x, hit.point.y, 0f); Instantiate(nERFHitPointParticle, hitPoint, Quaternion.identity); if (hit.collider.tag == "Enemy") { if (Input.GetKeyDown(KeyCode.Mouse1)) { zombieInfection = hit.collider.gameObject.GetComponentInChildren <ZombieInfectionController>(); zombieInfection.GotGrenaded(); } } } }
public void Shoot() { //Creates a new Vector2 using the the first components x and y transforms RaycastHit2D hit = Physics2D.Linecast(BoTransform.position, shootingDirection.position, layerMask); Debug.DrawLine(BoTransform.position, shootingDirection.position, Color.green, 20f); float shootingParticles = Random.Range(2, 4); for (int i = 0; i < shootingParticles; i++) { Instantiate(shootingParticle, fireworksLaunchPoint.position, Quaternion.identity); } //If the collider hits anything, it will check if it's a target. The collider hit belongs //to an object tagged as target, it will use the EnemyHealthController to lower the targets health if (hit.collider != null) { Vector3 hitPoint = new Vector3(hit.point.x, hit.point.y, 0f); float hitPointParticles = Random.Range(2, 6); for (int i = 0; i < hitPointParticles; i++) { Instantiate(hitPointParticle, hitPoint, Quaternion.identity); } if (hit.collider.tag == "Enemy") { if (Input.GetKeyDown(KeyCode.Mouse0)) { zombieInfection = hit.collider.gameObject.GetComponentInChildren <ZombieInfectionController>(); zombieInfection.GotShot(); } } } }