void OnCollisionEnter(Collision col) { if (col.gameObject.layer == 12) { CreatureLogic creature = col.gameObject.GetComponent <CreatureLogic>(); float hitDamage = Random.Range(4f, 6f); creature.NewHealth(-hitDamage); _manager.ui.HitGUI(col.transform.position, hitDamage, Color.green); _manager.particles.EnemyHit(col.transform.position); StartCoroutine(HitDisplay(col.gameObject, creature._origColor)); } else { Destroy(this.gameObject); _manager.particles.BombHit(transform.position); } }
void MeleeAttack() { CreatureLogic targetLogic = _attackTarget.GetComponent <CreatureLogic>(); float rando = Random.Range(.8f, 1.2f); float hitPoint = Strength * rando; targetLogic.NewHealth(-hitPoint); if (_enemy) { _manager.ui.HitGUI(_attackTarget.position, hitPoint, Color.red); _manager.particles.FriendlyHit(_attackTarget.position); } else { _manager.ui.HitGUI(_attackTarget.position, hitPoint, Color.green); _manager.particles.EnemyHit(_attackTarget.position); } StartCoroutine(AttackLunge()); StartCoroutine(HitDisplay(_attackTarget.gameObject, targetLogic._origColor)); }