private void OnTriggerEnter(Collider other) { if (true) { Collider[] colliders = Physics.OverlapSphere(transform.position, 2f); foreach (Collider c in colliders) { if (c.gameObject.CompareTag("Enemy")) { Kodama kodHealth = c.gameObject.GetComponent <Kodama>(); if (kodHealth) { kodHealth.takeDamage(20); } PossessedKitsune p = c.gameObject.GetComponent <PossessedKitsune>(); if (p) { p.takeDamage(10); } } } Destroy(gameObject); } }
// Update is called once per frame void Update() { GetEnemiesInRange(); if (hManager) { hManager.loseHealth(); } //Handles Movement if (Input.GetKey(KeyCode.W)) { anim.SetInteger("state", 1); transform.Translate(0, 0, 20 * Time.deltaTime); } if (Input.GetKey(KeyCode.S)) { anim.SetInteger("state", 2); transform.Translate(0, 0, -20 * Time.deltaTime); } if (Input.GetKey(KeyCode.D)) { Quaternion rot = transform.rotation * Quaternion.AngleAxis(90, Vector3.up); transform.rotation = Quaternion.Slerp(transform.rotation, rot, Time.deltaTime * 1.5f); } if (Input.GetKey(KeyCode.A)) { Quaternion rot = transform.rotation * Quaternion.AngleAxis(-90, Vector3.up); transform.rotation = Quaternion.Slerp(transform.rotation, rot, Time.deltaTime * 1.5f); } if (Input.GetKeyDown(KeyCode.Escape)) { Time.timeScale = 1 - timescale; timescale = Time.timeScale; } //Handles Jumping if (Input.GetKey(KeyCode.Space) && GetComponent <Rigidbody>().transform.position.y <= 0.5f) { Vector3 jump = new Vector3(0.0f, 200f, 0.0f); anim.SetInteger("state", 3); GetComponent <Rigidbody> ().AddForce(jump); } //Handles Attacking //Left Mouse - Melee if (Input.GetMouseButtonDown(0)) { anim.SetInteger("state", 4); if (enemy) { Kodama k = enemy.GetComponent <Kodama>(); if (k) { k.takeDamage(5); } PossessedKitsune p = enemy.GetComponent <PossessedKitsune>(); if (p) { p.takeDamage(5); } } } //jump gravity if (GetComponent <Rigidbody>().transform.position.y >= 6f) { Vector3 gravity = new Vector3(0f, -100f, 0f); GetComponent <Rigidbody> ().AddForce(gravity); } if (Input.anyKey == false) { anim.SetInteger("state", 0); } //check if health is less than 0 checkIfDead(); }