void CheckWaterCollision() { Vector3 Pos = WaterCollisionCheckList[0]; WaterCollisionCheckList.RemoveAt(0); Debug.DrawLine(Pos - Vector3.up * WaterDropRadius, Pos + Vector3.up * WaterDropRadius, Color.red); Debug.DrawLine(Pos - Vector3.left * WaterDropRadius, Pos + Vector3.left * WaterDropRadius, Color.red); Collider2D[] HitObjects = Physics2D.OverlapCircleAll(Pos, WaterDropRadius); foreach (Collider2D coll in HitObjects) { if (coll.CompareTag("forest")) { FireCell cell = coll.gameObject.GetComponent <FireCell>(); if (cell) { cell.CurrentHealth -= WaterDamage; } } else if (coll.CompareTag("enemy")) { HealthBar demon = coll.GetComponent <HealthBar>(); DemonBehavior demon_behavior = coll.GetComponent <DemonBehavior>(); if (GameObject.Find("Player").GetComponent <ScoreComponent>().bDamageBoost) { demon.Health -= WaterDamage * 2; } else { demon.Health -= WaterDamage; } demon_behavior.Hit(); } } }
void OnTriggerEnter2D(Collider2D collision) { if (collision.gameObject.tag == "enemy") { //print ("HIT"); GameObject player = GameObject.FindGameObjectWithTag("Player"); int Damage; if (player.GetComponent <ScoreComponent>().bDamageBoost) { Damage = player.GetComponent <DropWater> ().WaterBulletDamage *2; } else { Damage = player.GetComponent <DropWater> ().WaterBulletDamage; } HealthBar demon = collision.GetComponent <HealthBar>(); DemonBehavior demon_behavior = collision.GetComponent <DemonBehavior>(); demon.Health -= Damage; demon_behavior.Hit(); Die(); } }