// Update is called once per frame void Update() { if (!Target) { return; } _agent.SetDestination(Target.transform.position); Vector3 direction = Target.transform.position - transform.position; float distance = direction.magnitude; if (distance < _attackRange) { float time = 0; time += Time.deltaTime; _agent.SetDestination(-direction); if (time > _timeToAttack / 3 && distance < _meleeRange) { TargetHealth.TakeDamage(_meleedamage); } else if (time > _timeToAttack) { _bulletEmmiter.Fire(transform.forward); } } }
private void OnCollisionEnter(Collision collision) { if (collision.gameObject.CompareTag("Player")) { HealthBehaviour playerHealthScript = collision.gameObject.GetComponent <HealthBehaviour>(); playerHealthScript.TakeDamage(damageAmount); } }
private void OnCollisionEnter(Collision collision) { HealthBehaviour health = collision.gameObject.GetComponent <HealthBehaviour>(); if (health != null && health.name == _target.name) { health.TakeDamage(_damage); } }
private void OnTriggerEnter(Collider other) { HealthBehaviour health = other.GetComponent <HealthBehaviour>(); if (health != null && other.name != owner) { health.TakeDamage(_damage); Destroy(gameObject); } }
private void TryDealDamage(HealthBehaviour targetHealth) { if (targetHealth == null) { return; } bool condition = false; targetHealth.TakeDamage(arrowDamage, out condition); }
private void OnCollisionEnter(Collision collision) { HealthBehaviour health = collision.gameObject.GetComponent <HealthBehaviour>(); if (health != null) { health.TakeDamage(20); } Destroy(gameObject, 1f); }
private void OnTriggerEnter(Collider other) { //Grab the health behaviour attached to the object HealthBehaviour health = other.GetComponent <HealthBehaviour>(); //If the health behaviour isn't null, deal damage if (health) { health.TakeDamage(Damage); } }
private void OnCollisionEnter(Collision collision) { HealthBehaviour hb = collision.gameObject.GetComponent <HealthBehaviour>(); if (hb) { hb.TakeDamage(10); } Destroy(gameObject, 0.5f); }
private void OnCollisionEnter(Collision collision) { //Get a reference to the attached health script HealthBehaviour health = collision.gameObject.GetComponent <HealthBehaviour>(); //If the health isn't null, deal damage if (health) { health.TakeDamage(_damage); } }
private void OnCollisionEnter(Collision collision) { HealthBehaviour healthBehaviour = collision.gameObject.GetComponent <HealthBehaviour>(); //çarpılan objenin sağlığı var mı yok mu? if (healthBehaviour != null) { healthBehaviour.TakeDamage(20); } Destroy(gameObject, 1); }
private void OnCollisionEnter(Collision collision) { HealthBehaviour hb = collision.gameObject.GetComponent <HealthBehaviour>(); if (hb != null) { hb.TakeDamage(15); } //mermi bir yere carptıysa 1 sn sonra yok et. //1 sn çünkü fiziksel özellikler uygulanabilsin. Destroy(gameObject, 1); }
private void OnCollisionEnter(Collision collision)//Carptıgı gameobejct { HealthBehaviour hb = collision.gameObject.GetComponent <HealthBehaviour>(); //Carpılan objenin sağlığı varmı yokmu? if (hb)//hb null değilse { hb.TakeDamage(20); } Destroy(gameObject, 0.5f); }
private void ShieldRecharge() { if (_healthBehaviour.CurrentHealth < _healthBehaviour.MaxHealth) { _timerHealth += Time.deltaTime; if (_timerHealth >= _timeToRechargeShieldHealth) { _timerHealth -= _timeToRechargeShieldHealth; _healthBehaviour.TakeDamage(-1); } } }
//Checks to see what the bullet ran into. If it is not the owner and has a health script attached to it, then it damages it private void OnTriggerEnter(Collider other) { if (other.CompareTag(owner) == false) { HealthBehaviour healthScript = other.GetComponent <HealthBehaviour>(); if (healthScript == null) { Destroy(); return; } healthScript.TakeDamage(damageAmount); Destroy(); } }
private bool Hit(HealthBehaviour otherEntityHealth) { if (otherEntityHealth != null) { if (otherEntityHealth.Health > 0) { var calculatedDamage = CalculateTotalDamage(); //Debug.Log(calculatedDamage); otherEntityHealth.TakeDamage(calculatedDamage); AudioManager.Play("Hit"); return(true); } } return(false); }
private bool Hit(HealthBehaviour otherEntityHealth) { if (otherEntityHealth != null) { if (otherEntityHealth.Health > 0) { otherEntityHealth.TakeDamage(OwnerWeaponBehaviour.Damage + Item.Damage + (OwnerWeaponBehaviour.OwnerMobileProps.Ranged.CurrentValue / 10)); return(true); } } if (audioManager != null) { audioManager.Play("Hit"); } return(false); }
private void OnCollisionEnter(Collision collision) { // If the other GameObject's layer is in _whatToDamage if (((1 << collision.gameObject.layer) & _whatToDamage) != 0) { // Get a reference to the other object's HealthBehaviour HealthBehaviour otherHealth = collision.gameObject.GetComponent <HealthBehaviour>(); // If it has a HealthBehaviour, damage it if (otherHealth) { otherHealth.TakeDamage(_damage); } // If not, log a warning else if (_showWarningsInConsole) { Debug.LogWarning("Collided object " + collision.gameObject + " does not have a HealthBehaviour. Cannot damage it."); } } }
protected virtual void OnTriggerEnter(Collider other) { HealthBehaviour health = other.gameObject.GetComponent <HealthBehaviour>(); HighlightObjectBehaviour highlight = other.GetComponent <HighlightObjectBehaviour>(); if (health != null && _canDamage) { health.TakeDamage(_damage); if (highlight != null) { highlight.Highlight = true; } } else { Debug.Log(other.gameObject + "cannot take damage"); } _canDamage = false; Invoke("Kill", 0.02f); }
public void DealDamage(HealthBehaviour target) { target.TakeDamage(damageData.Damage); }
public void ResetPlayer() { _playerHealth.TakeDamage(-10); transform.position = Vector3.zero; }