using System.Collections;
using System.Collections.Generic;
using UnityEngine;
///
/// Defines the damage and defines whether the projectile belongs to the ‘Enemy’ or to the ‘Player’, whether the projectile is destroyed in the collision, or not and amount of damage.
///
public class Projectile : MonoBehaviour {
[Tooltip("Damage which a projectile deals to another object. Integer")]
public int damage;
[Tooltip("Whether the projectile belongs to the ‘Enemy’ or to the ‘Player’")]
public bool enemyBullet;
[Tooltip("Whether the projectile is destroyed in the collision, or not")]
public bool destroyedByCollision;
private void OnTriggerEnter2D(Collider2D collision) //when a projectile collides with another object
{
if (enemyBullet && collision.tag == "Player") //if anoter object is 'player' or 'enemy sending the command of receiving the damage
{
Player.instance.GetDamage(damage);
if (destroyedByCollision)
Destruction();
}
else if (!enemyBullet && collision.tag == "Enemy")
{
collision.GetComponent().GetDamage(damage);
if (destroyedByCollision)
Destruction();
}
}
void Destruction()
{
Destroy(gameObject);
}
}