void OnCollisionEnter(Collision collision) { if (collision.gameObject.tag == "Edge") { MeleeWeaponEdge e = collision.gameObject.GetComponent <MeleeWeaponEdge>(); if (e.playerHolding && e.swinging) { Damage(e.damage); } } }
void OnCollisionEnter(Collision collision) { if (collision.gameObject.tag == "EnemyWeapon") { Physics.IgnoreCollision(collision.collider, GetComponent <CapsuleCollider>()); } if (collision.gameObject.tag == "Edge") { MeleeWeaponEdge e = collision.gameObject.GetComponent <MeleeWeaponEdge>(); if (e.playerHolding && e.swinging) { Damage(e.damage); } } }
public void Start() { if (!Application.isPlaying) { return; } if (useLeftHand == UseLeftHand.Yes) { usingLeftHand = true; } animator = transform.GetChild(0).GetComponent <Animator>(); leftHand = animator.transform.Find("LeftHand"); rightHand = animator.transform.Find("RightHand"); currentAmmo = maxInClipBullets; // if (isCloneWeapon) // { // currentAmmo = cloneStartingCurrentAmmo; // reloadBullets = cloneStartingReloadBullets; // } // else // { // currentAmmo = maxInClipBullets; // } mesh = animator.transform.Find("Mesh").gameObject; barrel = animator.transform.Find("Barrel"); rb = GetComponent <Rigidbody>(); bc = GetComponent <BoxCollider>(); //By Aubrey, edge collider if (shootingMode == ShootingMode.Melee) { ec = animator.transform.Find("Edge").gameObject.GetComponent <BoxCollider>(); edge = animator.transform.Find("Edge").gameObject.GetComponent <MeleeWeaponEdge>(); } audioS = GetComponent <AudioSource>(); startPos[0] = leftHand.localPosition; startPos[1] = rightHand.localPosition; startRot[0] = leftHand.localRotation; startRot[1] = rightHand.localRotation; }
void OnCollisionEnter(Collision collision) { //ignore enemy weapon and normal ai collision if (!drone) { if (collision.gameObject.tag == "EnemyWeapon") { Physics.IgnoreCollision(collision.collider, GetComponent <CapsuleCollider>()); } } //player melee weapon edge collision damage if (collision.gameObject.tag == "Edge") { MeleeWeaponEdge e = collision.gameObject.GetComponent <MeleeWeaponEdge>(); if (e.playerHolding && e.swinging) { Damage(e.damage); ToggleGotHit(); } } }