示例#1
0
 // Update is called once per frame
 void Update()
 {
     Collider[] hits = Physics.OverlapSphere(hitPoint.position, radius, enemyLayer);
     foreach (Collider c in hits)
     {
         if (c.isTrigger)
         {
             continue;
         }
         enemyHealth = c.gameObject.GetComponent <Enemy_Health>();
         collided    = true;
         if (collided)
         {
             Instantiate(attackEffect, hitPoint.position, hitPoint.rotation);
             enemyHealth.EnemyTakeDamage(damageCount);
         }
     }
 }
示例#2
0
    // Update is called once per frame
    void Update()
    {
        Collider[] hits = Physics.OverlapSphere(transform.position, radius, zombieLayer);
        foreach (Collider c in hits)
        {
            if (c.isTrigger)
            {
                continue;
            }
            attackTarget = c.gameObject.GetComponent <Enemy_Health>();
            collided     = true;

            if (collided)
            {
                Instantiate(damageEffect, transform.position, transform.rotation);
                attackTarget.EnemyTakeDamage(damageCount);
            }
        }
    }