private void OnTriggerEnter(Collider other) { IDamage damage = other.transform.root.GetComponent <IDamage>(); if (damage != null) { damage.Damage(headdamage); } }
public void Damage(int dmgTaken) { Debug.Log("Hit Button"); anim.SetTrigger("Button_Activate"); IDamage hit = target.GetComponent <IDamage>(); if (hit != null) { hit.Damage(-1); } }
private void OnTriggerEnter2D(Collider2D other) { if (other.tag == "Player" && _isEnemyLaser == true) { IDamage IDamage = other.GetComponent <IDamage>(); if (IDamage != null) { IDamage.Damage(); gameObject.SetActive(false); } } }
private void OnTriggerEnter2D(Collider2D other) { if (other.tag == "Player") { other.GetComponent <IDamage>().Damage(); IDamage.Damage(); } else if (other.tag == "Laser") { if (!other.GetComponent <Laser>()._isEnemyLaser) { Player _player = GameObject.Find("Player").GetComponent <Player>(); if (_player != null) { _player.AddScore(10); } IDamage.Damage(); other.gameObject.SetActive(false); } } }
public void Damage(int dmgTaken) { Debug.Log("Hit Button"); anim.SetTrigger("Button_Activate"); for (int i = 0; i < targets.Length; i++) { IDamage hit = targets[i].GetComponent <IDamage>(); if (hit != null) { hit.Damage(-1); } } }
private void OnTriggerEnter(Collider collision) { IDamage hit = collision.gameObject.GetComponent <IDamage>(); if (hit != null) { hit.Damage(damage); Destroy(this.gameObject); } Debug.Log(hit); /* * if (collision.gameObject.tag == "Animal") * { * } */ }
void OnCollisionEnter(Collision collision) { Instantiate(hitEffect, transform.position, Quaternion.identity); DamageInfo info = new DamageInfo(); info.SetDamageValue(shootDamageValue); MonoBehaviour[] behaviors = collision.gameObject.GetComponents <MonoBehaviour>(); foreach (MonoBehaviour b in behaviors) { IDamage i = b as IDamage; if (i != null) { i.Damage(info); } } Destroy(gameObject); }
void OnCollisionEnter(Collision collision) { Vector3 melee_vector = (collision.transform.position - transform.position); collision.gameObject.rigidbody.AddForce(meleePower * melee_vector); DamageInfo info = new DamageInfo(); info.SetDamageValue(meleeDamageValue); MonoBehaviour[] behaviors = collision.gameObject.GetComponents <MonoBehaviour>(); foreach (MonoBehaviour b in behaviors) { IDamage i = b as IDamage; if (i != null) { i.Damage(info); } } Instantiate(hitEffect, transform.position, Quaternion.identity); Destroy(gameObject); }
//cooldown before object can take damage again private void OnTriggerEnter2D(Collider2D other) { if (!(other.CompareTag("Player") && this.CompareTag("Player")) && !(other.CompareTag("Player") && this.CompareTag("Fey")) && !(other.CompareTag("Fey") && this.CompareTag("Player")) && !(other.CompareTag("Fey") && this.CompareTag("Fey")) && !(other.CompareTag("Buddy Bullet") && this.CompareTag("Buddy Bullet")) && !(other.CompareTag("Buddy Bullet") && this.CompareTag("Fey")) && !(other.CompareTag("Fey") && this.CompareTag("Buddy Bullet")) && !(other.CompareTag("Enemy") && this.CompareTag("Enemy")) && !(other.CompareTag("EnemyBullet") && this.CompareTag("EnemyBullet")) && !(other.CompareTag("EnemyBullet") && this.CompareTag("Enemy")) && !(other.CompareTag("Enemy") && this.CompareTag("EnemyBullet")) ) { IDamage hit = other.GetComponent <IDamage>(); if (hit != null) { if (this.CompareTag("Button")) { Debug.Log(this); hit.Damage(1); } else if (other.CompareTag("Fey") && other.gameObject.layer != 10) { Debug.Log("fey hurted"); Fey fey = other.GetComponent <Fey>(); if (!fey._immunity) { hit.Damage(damageDealt); fey.tookDamage(); } } else if (other.CompareTag("Enemy") && gameObject.layer != 16) { Enemy enemy = other.GetComponent <Enemy>(); if (enemy != null) { if (!enemy._immunity) { hit.Damage(damageDealt); enemy.tookDamage(); } } } else if (other.CompareTag("EnemyBullet")) { hit.Damage(damageDealt); } else { hit.Damage(damageDealt); } } /*if (hit != null){ * if (this.CompareTag("Button")) * { * Debug.Log(this); * hit.Damage(1); * } * else * { * if (damageDealt > 0) * { * //Debug.Log("hit: " + other.name); * //call our interface in order to access its methods related to the object this is attached to * //should be attached to the fight hitbox. * if (_immunity == false) * { * hit.Damage(damageDealt); * * _immunity = true; * StartCoroutine(EnemyImmunityCoolDown()); * } * } * } * }*/ } }