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barrel.cs
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barrel.cs
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using person.code;
using UnityEngine;
using UnityEngine.Serialization;
public class barrel : MonoBehaviour
{
public ParticleSystem particle;
public float radius;
[FormerlySerializedAs("PlayerDmg")] public int playerDmg;
[FormerlySerializedAs("EniDmg")] public int eniDmg;
private void OnCollisionEnter2D(Collision2D collision)
{
if (collision.gameObject.CompareTag("EniBullet") || collision.gameObject.CompareTag("Bullet"))
{
dead();
}
}
public void dead()
{
Destroy(gameObject);
var o = gameObject;
Instantiate(particle, o.transform.position, o.transform.rotation);
var collider2Ds = Physics2D.OverlapCircleAll(transform.position, radius);
foreach(var collider2D in collider2Ds)
{
var health = collider2D.GetComponent<health>();
if(health != null)
{
health.Health -= (int)((radius - Vector2.Distance(transform.position, collider2D.gameObject.transform.position)) * playerDmg);
}
var eni = collider2D.GetComponent<eni.eni>();
if (eni != null)
{
eni.health -= (int)((radius - Vector2.Distance(transform.position, collider2D.gameObject.transform.position)) * eniDmg);
}
}
}
}