private void OnTriggerEnter2D(Collider2D other) { if (other.gameObject == PlayerCharacter.PlayerInstance.gameObject) { switch (MineAttribute) { case ItemAttribute.Health: Damageable damageable = PlayerCharacter.PlayerInstance.damageable; if (damageable.CurrentHealth < damageable.startingHealth) { damageable.GainHealth(Mathf.Min(healthAmount, damageable.startingHealth - damageable.CurrentHealth)); OnGivingHealth.Invoke(); } break; case ItemAttribute.Time_recovery: shoot_move = other.gameObject.GetComponent <Shooting_Move>(); if (shoot_move.rest_time < 900) { shoot_move.rest_time = shoot_move.rest_time + 100; } else { shoot_move.rest_time = 1000f; } Destroy(this.gameObject); break; } } }
private void OnTriggerEnter2D(Collider2D other) { if (other.gameObject == PlayerCharacter.PlayerInstance.gameObject) { Damageable damageable = PlayerCharacter.PlayerInstance.damageable; if (damageable.CurrentHealth < damageable.startingHealth) { damageable.GainHealth(Mathf.Min(healthAmount, damageable.startingHealth - damageable.CurrentHealth)); OnGivingHealth.Invoke(); } } }