private void OnCollisionEnter2D(Collision2D collision) { enemy1Path enemy1 = collision.collider.GetComponent <enemy1Path>(); Enemy_Damage enemy2 = collision.collider.GetComponent <Enemy_Damage>(); if (enemy1 != null || enemy2 != null) { Hurt(); } }
void OnCollisionEnter2D(Collision2D collision) { GameObject effect = Instantiate(hitEffect, transform.position, Quaternion.identity); int bulletLayer = LayerMask.NameToLayer("Bullet"); int playerLayer = LayerMask.NameToLayer("Player"); int cactusBossBulletLayer = LayerMask.NameToLayer("CactusBossBullet"); Physics2D.IgnoreLayerCollision(bulletLayer, playerLayer, true); Physics2D.IgnoreLayerCollision(bulletLayer, cactusBossBulletLayer, true); enemy1Path enemy1 = collision.collider.GetComponent <enemy1Path>(); Enemy_Damage enemy2 = collision.collider.GetComponent <Enemy_Damage>(); CactusBossDamage cactusBoss = collision.collider.GetComponent <CactusBossDamage>(); try { if (enemy1 != null) { enemy1.TakeDamage(damage); } } catch { Debug.LogError("enemy not found"); } try { if (enemy2 != null) { enemy2.TakeDamage(damage); } } catch { Debug.LogError("enemy not found"); } try { if (cactusBoss != null) { cactusBoss.TakeDamage(damage); } } catch { Debug.LogError("enemy not found"); } Destroy(effect, 5f); Destroy(gameObject); }