private void OnTriggerEnter(Collider other) { WadeMachine wade = other.GetComponent <WadeMachine>(); if (wade != null) { wade.DoTakeDamage(hitPower); } print("dfdfs"); }
private void OnTriggerEnter(Collider other) { Enemy enemy = other.gameObject.GetComponent <Enemy>(); WadeMachine wade = other.gameObject.GetComponent <WadeMachine>(); WadeBoatController boat = other.gameObject.GetComponent <WadeBoatController>(); BulletStandard bullet = other.gameObject.GetComponent <BulletStandard>(); Slash slash = other.gameObject.GetComponent <Slash>(); AudioTrigger mt = other.gameObject.GetComponent <AudioTrigger>(); if (!slash) { if (wade) { if (!wadesBullet) { wade.DoTakeDamage(damage); Instantiate(explosionEffect, transform.position, transform.rotation); Destroy(gameObject); } } if (enemy) { if (wadesBullet) { enemy.DoTakeDamage(damage); Instantiate(explosionEffect, transform.position, transform.rotation); Destroy(gameObject); } } if (!wade && !bullet && !boat && !mt) { if (other.gameObject.name != "BoatTrigger" && other.gameObject.name != "Mover") { Instantiate(explosionEffect, transform.position, transform.rotation); Destroy(gameObject); } } } }
void Explode() { Instantiate(explosionEffect, transform.position, transform.rotation); Collider[] colliders = Physics.OverlapSphere(transform.position, blastRadius); foreach (Collider nearbyObject in colliders) { Enemy enemy = nearbyObject.GetComponent <Enemy>(); WadeMachine wade = nearbyObject.GetComponent <WadeMachine>(); if (enemy != null) { if (!enemyGrenade) { enemy.DoTakeDamage(damage); } } if (wade != null) { wade.DoTakeDamage(damage); } } Destroy(gameObject); }