public void FindEnemies() { Hit = Physics2D.OverlapCircleAll(transform.position, 200 << LayerMask.NameToLayer("Default")); for (int i = 0; i < Hit.Length; i++) { if (!IsEnemy && Hit[i].tag == "Enemy" && Hit[i].GetComponent <BaseKnightMovement>().Attackable) { FK = Hit[i].GetComponent <BaseKnightMovement>(); if (FK.GetComponent <Archer>()) { FK.GetComponent <Archer>().ArcherOpponent = this; } FK.Attackable = false; FK.FK = this; FK.OnDeath += TargetDied; OnDeath += FK.TargetDied; break; } else if (IsEnemy && Hit[i].tag == "Friendly" && Hit[i].GetComponent <BaseKnightMovement>().Attackable) { FK = Hit[i].GetComponent <BaseKnightMovement>(); if (FK.GetComponent <Archer>()) { FK.GetComponent <Archer>().ArcherOpponent = this; } FK.Attackable = false; //FK.OnDeath += TargetDied; OnDeath += FK.TargetDied; break; } } }
public void TakeDamage(int Damage, BaseKnightMovement Sender) { Health -= Damage; if (Sender.GetComponent <Mage>()) { AOEEffect.SetActive(true); EffectActive = true; } if (Health <= 0) { //OnDeath(FK); HasDied(); } //StartCoroutine(RepeatAttack(Damage)); }