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public class Boomshroom : MonoBehaviour {
public GameObject enemyDestroyObject;
public GameObject soulOrbObject;
public Material whiteMat;
private Rigidbody2D rigidbody2d;
private Material defaultMat;
private SpriteRenderer spriteRenderer;
private CharController charController;
private bool isHit = false;
private float hitDamage = 0f;
// Start is called before the first frame update
void Start() {
spriteRenderer = GetComponent<SpriteRenderer>();
defaultMat = spriteRenderer.material;
rigidbody2d = GetComponent<Rigidbody2D>();
charController = GameObject.FindGameObjectWithTag("Player").GetComponent<CharController>();
}
// Update is called once per frame
void Update() {
if (gameObject.GetComponent<Health>().health <= 0)
DestroyEnemy();
if (isHit) {
transform.GetChild(0).gameObject.SetActive(true);
} else {
transform.GetChild(0).gameObject.SetActive(false);
}
}
private void OnTriggerEnter2D(Collider2D collision) {
isHit = true;
Debug.Log(charController.isFlyingKick);
if (collision.tag == "Fireball") {
spriteRenderer.material = whiteMat;
hitDamage = charController.attackDamage[4];
rigidbody2d.AddForce(new Vector2(collision.gameObject.GetComponent<Fireball>().facingMultiplier * 100, 0));
Invoke("ResetMaterial", 0.1f);
} else if(collision.tag == "Hitbox") {
spriteRenderer.material = whiteMat;
if (charController.isFlyingKick) {
hitDamage = charController.attackDamage[3];
rigidbody2d.AddForce(new Vector2((charController.isFacingRight ? 1 : -1) * 600, 0));
} else {
switch (charController.comboCounter) {
case 1:
case 3:
hitDamage = charController.attackDamage[0];
break;
case 2:
hitDamage = charController.attackDamage[1];
break;
case 4:
hitDamage = charController.attackDamage[2];
rigidbody2d.AddForce(new Vector2((charController.isFacingRight ? 1 : -1) * 300, 0));
break;
}
}
Invoke("ResetMaterial", 0.1f);
} else {
hitDamage = 0f;
}
gameObject.GetComponent<Health>().changeHealth(hitDamage);
}
private void DestroyEnemy() {
Vector3 destroyPos = new Vector3(transform.position.x, transform.position.y + 0.5f, transform.position.z);
Destroy(Instantiate(enemyDestroyObject, destroyPos, Quaternion.identity), 1f);
Instantiate(soulOrbObject, transform.position, Quaternion.identity);
Destroy(gameObject);
}
private void ResetMaterial() {
spriteRenderer.material = defaultMat;
}
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