// Update is called once per frame void Update() { if (Input.GetButtonDown(fireInputAxis) && pointTracker.ShoootWorthy()) { GameObject ball = Instantiate(pointBall, transform.position, Quaternion.identity); Ball_Activate bulletScript = ball.GetComponent <Ball_Activate>(); bulletScript.startPosition = transform.position; bulletScript.direction = transform.up;//gameObject.GetComponent<Player_Movement>().direction; bulletScript.player = gameObject; bulletScript.pointTracker = pointTracker; pointTracker.BullletCount++; } }
private void OnCollisionEnter2D(Collision2D collision) { if (collision.gameObject.tag == "Bullet") { Ball_Activate bA = collision.gameObject.GetComponent <Ball_Activate>(); if (bA) { // decrements players points Player_PointsTracker pointTracker = bA.player.GetComponent <Player_PointsTracker>(); if (pointTracker) { pointTracker.TotalPoints--; } } Destroy(collision.gameObject); } }