//gives damage to the enemy public void giveDamage() { damageCalculator(); enemyController.takeDamage(damage); framesToAttack = calculatedAttackDelay; playerShootBar.setShootTime(calculatedAttackDelay); currentAmmo -= 1; playerMagBar.setMagCapacity(currentAmmo); }
void OnCollisionEnter(Collision col) { if (col.gameObject.tag == "Enemy") { // Insert damage logic enemyController enemycontroller = col.gameObject.GetComponent <enemyController>(); enemycontroller.takeDamage(bulletDamage); } Destroy(this.gameObject); }
private void OnTriggerEnter(Collider hitInfo) { enemyController enemy = hitInfo.GetComponent <enemyController>(); if (enemy != null) { enemy.takeDamage(damage); } Debug.Log(hitInfo.name); Destroy(gameObject); }
void Update() { if (Input.GetButtonDown("Fire1")) { RaycastHit hit; if (Physics.Raycast(transform.position, transform.TransformDirection(Vector3.forward), out hit, Mathf.Infinity) && hit.collider.tag == "Enemy") { Debug.DrawRay(transform.position, transform.TransformDirection(Vector3.forward) * 100, Color.green); Instantiate(explosionPrefab, hit.point, Quaternion.identity); enemyController enemyController = hit.collider.GetComponent <enemyController> (); if (enemyController != null) { enemyController.takeDamage(1); } } else { Debug.DrawRay(transform.position, transform.TransformDirection(Vector3.forward) * 100, Color.green); } } }