private void OnTriggerEnter(Collider other) { if (other.tag == "Player") { enemyHealth.enemyDeath(); } }
// Update is called once per frame void Update() { Vector3 mouseRay = new Vector3(Input.mousePosition.x, 2f, 0f); RaycastHit [] hits; Ray ray = Camera.main.ScreenPointToRay(mouseRay); //Vector3 rot; ray.origin = transform.position; ray.direction = mouseRay; int face = 1; if (mouseRay.x > player.transform.position.x && orientation.getOrientation() == -1) { gunLine.SetPosition(0, ray.origin + ray.direction * -range); face = -1; } else if (mouseRay.x > player.transform.position.x && orientation.getOrientation() == 1) { gunLine.SetPosition(0, ray.origin + ray.direction * range); face = 1; } hits = Physics.RaycastAll(ray.origin, ray.direction * face, range); for (int i = 0; i < hits.Length; i++) { if (hits[i].collider.tag == "Enemy") { Debug.Log("shoot it"); enemyHealthController enemyHealth = hits[i].collider.GetComponent <enemyHealthController> (); Debug.Log("hit enemy"); enemyHealth.enemyDeath(); } } }