void OnTriggerEnter2D(Collider2D other) { if (other.CompareTag("Player")) { player.Damage(1); } }
// Updates the boolean isGrounded by checking if the feet are colliding with an object that is ground private void UpdateYVelocity() { if (!_isJumpFrame && _isGrounded) { if (Math.Abs(_velocity.y) > fallDamageVelocityThreshold) { PlayerLife playerLife = gameObject.GetComponent <PlayerLife>(); int multiplier = Math.Abs((int)(_velocity.y / fallDamageVelocityThreshold) * 6); playerLife.Damage(multiplier); } _velocity.y = 0f; } else { _velocity.y -= gravity * Time.deltaTime; } }
private void DamagePlayer(PlayerLife astronautLives) { astronautLives.Damage(2); }