void OnTriggerEnter(Collider coll) { /*DamageCollider dm = coll.GetComponent<DamageCollider> (); * if (dm == null) * return;*/ if (states) { EnemyStates e_st = coll.transform.GetComponentInParent <EnemyStates> (); if (e_st == null) { return; } e_st.CheckForParry(transform.root, states); } if (enStates) { StateManager st = coll.transform.GetComponentInParent <StateManager> (); if (st == null) { return; } } }
void OnTriggerEnter(Collider other) { // DamageCollider dc = other.GetComponent<DamageCollider> (); // if (dc == null) // return; if (states) { EnemyStates e_st = other.transform.GetComponentInParent <EnemyStates> (); if (e_st != null) { e_st.CheckForParry(transform.root, states); } } if (eStates) { //check for player } }
public void OnTriggerEnter(Collider other) { if (states) { EnemyStates e_st = other.transform.GetComponentInParent <EnemyStates>(); if (e_st == null) { e_st.CheckForParry(transform.root, states); } } if (Bstates) { BossStates st = other.transform.GetComponent <BossStates>(); if (st == null) { Debug.Log("Parry"); st.CheckForParry(transform.root, states); } } }