void OnTriggerEnter2D(Collider2D col) { if (col.tag == "Boss" || col.tag == "Crit") { Target enemy = col.GetComponent <Target>(); if (enemy != null) { cam.GetComponent <CameraShake>().shakecamera(); enemy.TakeDamage(damage); SumScore.Add(5); } } if (col.tag == "Enemy") { TargetEnemy enemy = col.GetComponent <TargetEnemy>(); if (enemy != null) { cam.GetComponent <CameraShake>().shakecamera(); enemy.TakeDamage(damage); SumScore.Add(5); } } if (col.tag == "EnemyBullet") { SumScore.Add(1); } Destroy(gameObject); }
void Laser() { TargetEnemy.TakeDamage(damageOverTime * Time.deltaTime); TargetEnemy.Slow(slowAmount); if (!LineRenderer.enabled) { LineRenderer.enabled = true; impactEffect.Play(); impactLight.enabled = true; } LineRenderer.SetPosition(0, firePoint.position); LineRenderer.SetPosition(1, Target.position); Vector3 dir = firePoint.position - Target.position; // vector3 for the impactEffect impactEffect.transform.position = Target.position + dir.normalized; impactEffect.transform.rotation = Quaternion.LookRotation(dir); }