// Update is called once per frame void Update() { enemy = GameObject.FindGameObjectWithTag("Enemy"); meleeEnemy = enemy.GetComponent <MeleeEnemyAI>(); adjustCurrentHealth(); //screenPos = Camera.main.WorldToViewportPoint(this.transform.position); //wantedPos = Camera.main.WorldToViewportPoint(target); targetPos = Camera.main.WorldToScreenPoint(this.transform.position); //transform.position = wantedPos; }
void OnTriggerEnter(Collider col) { if (col.tag == "Enemy" && this.tag != "Enemy") { aEnemy = col.GetComponent <MeleeEnemyAI>(); //do damage to enemy aEnemy.health--; //color the enemy red on hit aEnemy.GetComponent <SpriteRenderer>().color = new Color(1f, 0.5f, 0.5f); redHitTimer = redHitTime; red = true; } else { Debug.Log("not an enemy"); } }
void OnTriggerEnter(Collider col) { if (col.tag == "Enemy" && this.tag != "Enemy") { aEnemy = col.GetComponent <MeleeEnemyAI>(); //do damage to enemy aEnemy.health = aEnemy.health - aInventory.currentATK; //color the enemy red on hit aEnemy.GetComponent <SpriteRenderer>().color = new Color(1f, 0.5f, 0.5f); redHitTimer = redHitTime; red = true; } else if (col.tag == "Boss") { aBoss.health = aBoss.health - aInventory.currentATK; aBoss.GetComponent <SpriteRenderer>().color = new Color(1f, 0.5f, 0.5f); redHitTimer = redHitTime; red = true; Debug.Log("hit!"); } else { } }