/// <summary> /// Nakłada efekty po ptrzymaniu trafienia /// </summary> /// <param name="collision"></param> private void OnTriggerEnter2D(Collider2D collision) { IProjectile projectile = collision.gameObject.GetComponent <IProjectile>(); //Jeżeli collider to pocisk to pobierz referncję if (projectile != null && projectile.Alignment == PlayerRemade.Enums.Teams.Player) { Debug.Log("Shield"); _hpController.ApplyDamage(projectile.Damage); if (projectile.CanPenetrate == false) { Destroy(collision.gameObject); } } }
/// <summary> /// Nakłada efekty po ptrzymaniu trafienia /// </summary> /// <param name="collision"></param> private void OnTriggerEnter2D(Collider2D collision) { IProjectile projectile = collision.gameObject.GetComponent <IProjectile>(); //Jeżeli collider to pocisk to pobierz referncję if (projectile != null && projectile.Alignment == PlayerRemade.Enums.Teams.Player) { if (GetComponentInChildren <ShieldHitController>().gameObject.GetComponent <HPController>().IsDead()) { _hpController.ApplyDamage(projectile.Damage); if (projectile.CanPenetrate == false) { Destroy(collision.gameObject); } if (_hpController.IsDead()) { Destroy(gameObject); } } } }