void OnTriggerEnter2D(Collider2D c) { if (c.gameObject.layer == LayerMask.NameToLayer("EBullet")) { scrBullet bullet = c.gameObject.GetComponent <scrBullet>(); damageTimer += bullet.Damage; } }
void OnTriggerEnter2D(Collider2D c) { if (c.gameObject.layer == LayerMask.NameToLayer("PBullet") || c.gameObject.layer == LayerMask.NameToLayer("EBullet")) { scrBullet bullet = c.gameObject.GetComponent <scrBullet>(); if (bullet.Infecter) { if (State != DataState.INFECTED) { Infect(); } } else { damageTimer += bullet.Damage; } } }
public void Create(BulletPowerup powerup, Vector3 position, Vector3 direction, bool expireWhenNotVisible, bool infecter = false) { // Check whether there are any bullets left. if (available != Capacity) { // Get the bullet. GameObject bullet = bullets[available]; // Set the available bullet to the bullet linked to this one. available = links[available]; // Activate the bullet. bullet.SetActive(true); // Get the bullet script. scrBullet bulletScript = bullet.GetComponent <scrBullet>(); bulletScript.Init(powerup, position, direction, expireWhenNotVisible, infecter); } }