示例#1
0
    private void OnTriggerEnter2D(Collider2D collider)
    {
        EnemyComponent enemy = collider.gameObject.GetComponent <EnemyComponent>();

        if (enemy != null)
        {
            enemy.GetComponent <ShipComponent>().Damage(damage);
            poolableObject.ReturnToPool();
        }
    }
示例#2
0
    protected bool _processSingleBullet(BulletComponent bullet)
    {
        EnemyComponent damagedEnemy = bullet.mDamagedEnemy;

        /// skip the bullet because it didn't hit any enemy
        if (damagedEnemy == null)
        {
            return(false);
        }

        HealthBarView healthBarView = damagedEnemy.GetComponentInChildren <HealthBarView>();

        float newHealth = Mathf.Max(0.0f, damagedEnemy.mHealth - bullet.mDamage);

        healthBarView.CurrNormalizedHealth = newHealth / damagedEnemy.mConfigs.mHealth;         /// compute normalized health's value
        damagedEnemy.mHealth = newHealth;

        /// destroy enemy's view
        if (damagedEnemy.mHealth < 1e-3f)
        {
            DestroyedComponent destroyedComponent = damagedEnemy.GetComponent <DestroyedComponent>();

            destroyedComponent.mShouldBeDestroyed = true;                /// kill the enemy
            //GameObject.Destroy(damagedEnemy.gameObject);

            EventBus.NotifyOnEnemyDestroyed(damagedEnemy.mConfigs.mReward);
        }

        /// TODO: return bullet to an object pool of bullets
        //GameObject.Destroy(bullet.gameObject);
        DestroyedComponent destroyedBullet = bullet.GetComponent <DestroyedComponent>();

        destroyedBullet.mShouldBeDestroyed = true;

        return(true);
    }