Пример #1
0
        void OnCollisionEnter(Collision collision)
        {
            IA_Skeleton_code script = holder.GetComponent <IA_Skeleton_code>();

            if (IsHiting && collision.gameObject == script.GetTarget())
            {
                Debug.Log("hit");
                script.ApplyDamage(collision.gameObject);
                IsHiting = false;
            }
        }
Пример #2
0
        void OnTriggerEnter(Collider collision)
        {
            IA_Skeleton_code script = holder.GetComponent <IA_Skeleton_code>();

            Debug.Log(collision.gameObject.tag + "  test");
            if (IsHiting && collision.gameObject == script.GetTarget())
            {
                Debug.Log("hit");
                script.ApplyDamage(collision.gameObject);
                if (Random.Range(0, 10) == 1)
                {
                    collision.gameObject.GetComponent <UnarmedCharacter>().status = Status.Bleeding;
                    if (collision.gameObject.GetComponent <PlayerStat>().coroutine != null)
                    {
                        StopCoroutine(collision.gameObject.GetComponent <PlayerStat>().coroutine);
                    }
                    collision.gameObject.GetComponent <PlayerStat>().SetDOT_Time(5);
                    collision.gameObject.GetComponent <PlayerStat>().coroutine = StartCoroutine(collision.gameObject.GetComponent <PlayerStat>().GetOverTime());
                }
                IsHiting = false;
            }
        }