/** * defines collison of bullet * @pre bullet must be fired * @post if it collides with enemy,damage is dealt * @param collison is a Collider2D object * @return void **/ private void OnTriggerEnter2D(Collider2D collision) { Debug.Log(collision.name); Enimies_Status enemy = collision.GetComponent <Enimies_Status>(); if (enemy != null) { enemy.TakeDmg(damage); } Destroy(gameObject); }
/** * defines collison of bullet * @pre bullet must be fired * @post if it collides with enemy,damage is dealt * @param collison is a Collider2D object * @return void **/ private void OnTriggerEnter2D(Collider2D collision) { Debug.Log(collision.name); Enimies_Status enemy = collision.GetComponent <Enimies_Status>(); Boss_Status boss = collision.GetComponent <Boss_Status>(); if (enemy != null) { Debug.Log("TEST 11: PLAYER SHOT AN ENEMY PASSED"); enemy.TakeDmg(damage); } if (boss != null) { Debug.Log("TEST 12: PLAYER SHOT THE BOSS PASSED"); boss.TakeDmg(damage); } Destroy(gameObject); }