private void OnCollisionEnter2D(Collision2D collision) { //get the health compenent Health otherHealth = collision.gameObject.GetComponent <Health>(); EnemyHealth enemyHealth = collision.gameObject.GetComponent <EnemyHealth>(); //check if otherhealth exists if (otherHealth != null) { //damage the player otherHealth.ChangeHealth(-damage); } if (enemyHealth != null) { enemyHealth.ChangeHealth(-damage); } //} for (int i = 0; i < ObjectsToSpawn.Length; ++i) { //make the on damage sound effect Instantiate(ObjectsToSpawn[i], transform.position, Quaternion.identity); } //unity event setup OnCollide.Invoke(); //destory the damaged thing? if (DestroyOnCollide) { Destroy(gameObject); } }
// Start is called before the first frame update void Start() { // just for testing purposes //EnemyState = ENEMY_STATE.Alive; enemyMat = GetComponent <Renderer>(); enemyHealth.ChangeHealth(0); //enemyMat.sharedMaterial = AliveMat; }
private void OnTriggerEnter(Collider other) { if (other.tag == "Weapon" && attacked == false) { StartCoroutine(Attacked()); enemyHealth.ChangeHealth(-1); } if (other.tag == "EnemyGoal" && !reachGoal) { scoreManager.AddEnemiesEscaped(); StartCoroutine(ReachedGoal()); } }
void OnTriggerEnter2D(Collider2D col) { EnemyHealth bh = col.gameObject.GetComponent <EnemyHealth>(); Health h = col.gameObject.GetComponent <Health>(); if (bh != null) { bh.ChangeHealth(-damageAmount); } if (h != null) { h.ChangeHealth(-damageAmount); } }
void OnCollisionEnter2D(Collision2D col) { EnemyHealth bh = col.gameObject.GetComponent <EnemyHealth>(); Health h = col.gameObject.GetComponent <Health>(); if (bh != null) { bh.ChangeHealth(-damageAmount); } if (h != null) { h.ChangeHealth(-damageAmount); Destroy(gameObject); } }
private void OnTriggerStay(Collider other) { if (anim.GetCurrentAnimatorClipInfo(0)[0].clip.name != "Hit") { if (other.tag == "PlayerWeapon") { GameObject enemy = other.transform.parent.gameObject; if (enemy.GetComponent <PlayerAttackScript>().canAttack) { enemyRBody.AddForce(enemy.transform.forward * 500); //SetMoving(false); anim.SetBool("Hit", true); enemyHealth.ChangeHealth(-10); enemy.GetComponent <PlayerAttackScript>().canAttack = false; } } } }
public void ChangeHealth() { enemyHealth.ChangeHealth(); }