// Use this for initialization public void ReactToHit() { wanderAI behavior = GetComponent <wanderAI>(); chargerAI behaviora = GetComponent <chargerAI>(); playerchara player = GetComponent <playerchara>(); StartCoroutine(Die()); soundSource.PlayOneShot(death); if (behavior != null) { behavior.SetAlive(false); if (behavior._alive) { player.kills += 1; } } if (behaviora != null) { behaviora.SetAlive(false); if (behaviora._aalive) { player.kills += 1; } } }
// Use this for initialization void OnTriggerEnter(Collider other) { Destroy(this.gameObject); playerchara player = other.GetComponent <playerchara>(); if (player != null) { player.Hurt(damage); } }
// Update is called once per frame void OnTriggerEnter(Collider other) { playerchara player = other.GetComponent <playerchara>(); // if (player != null) // { // ReactiveTarget target = this.GetComponent<ReactiveTarget>(); // target.ReactToHit(); // player.Hurt(damage); // } }
void OnTriggerEnter(Collider other) { playerchara player = other.GetComponent <playerchara>(); player.reload(); Destroy(this.gameObject); // } }
// Update is called once per frame void OnTriggerEnter(Collider other) { playerchara playerr = other.GetComponent <playerchara>(); if (playerr != null) { // ReactiveTarget target = this.GetComponent<ReactiveTarget>(); // target.ReactToHit(); playerr.Hurt(damage); Destroy(this.gameObject); } }
void OnTriggerEnter(Collider other) { if (_aalive) { playerchara player = other.GetComponent <playerchara>(); if (player != null) { player.Hurt(damage); } ReactiveTarget ttarget = GetComponent <ReactiveTarget>(); ttarget.ReactToHit(); } }
void OnTriggerEnter(Collider other) { playerchara player = other.GetComponent <playerchara>(); if (player != null) { Destroy(this.gameObject); // ReactiveTarget target = this.GetComponent<ReactiveTarget>(); // target.ReactToHit(); if (player._health < 16) { player._health += 4; } if (player._health >= 16) { player._health = 20; } } }