//gives damage to the enemy
 public void giveDamage()
 {
     damageCalculator();
     enemyController.takeDamage(damage);
     framesToAttack = calculatedAttackDelay;
     playerShootBar.setShootTime(calculatedAttackDelay);
     currentAmmo -= 1;
     playerMagBar.setMagCapacity(currentAmmo);
 }
示例#2
0
    void OnCollisionEnter(Collision col)
    {
        if (col.gameObject.tag == "Enemy")
        {
            // Insert damage logic
            enemyController enemycontroller = col.gameObject.GetComponent <enemyController>();
            enemycontroller.takeDamage(bulletDamage);
        }

        Destroy(this.gameObject);
    }
示例#3
0
    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);
            }
        }
    }