private int _damage = 0; // allows flexibility to allow player to slightly damage enemy public Shot(Sprite s, FiredBy firedBy, int damage) { this.Sprite = s; _firedBy = firedBy; _damage = damage; var circle = new CollisionCircleComponent(this, this.Sprite.Center, CollisionRadius); circle.CollisionDetected += CollisionDetected; Components.Add(circle); }
protected override void Start() { base.Start(); rb2D = GetComponentInChildren <Rigidbody2D>(); // kinematic by default rb2D.velocity = transform.up * speed; rb2D.isKinematic = false; health = startHealth; if (FiredBy) { team = FiredBy.GetComponent <Agent>().team; } }