Added assets from old repo
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using UnityEngine;
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public class GenericDamager : MonoBehaviour
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{
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// Designed by Jacob Weedman
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// Attatch to any game object you want to damage something
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public bool DamagePlayer = true;
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public bool DamageEnemy;
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public float Damage = 10;
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public float InitialDamageInterval = 0.5f; // sec
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public float DamageInterval;
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public bool CurrentlyColliding = false;
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public bool CanDamage = true;
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public bool LockDamage = false;
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// Update is called once per frame
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void FixedUpdate()
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{
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if (CurrentlyColliding)
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{
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if (DamageInterval >= InitialDamageInterval)
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{
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CanDamage = true;
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DamageInterval = 0;
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}
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else
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{
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DamageInterval += Time.deltaTime;
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}
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}
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}
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void OnTriggerStay2D(Collider2D collision)
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{
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if (CanDamage == true && LockDamage == false)
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{
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if (collision.GetComponent<MasterEnemyAI>() && DamageEnemy == true)
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{
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CanDamage = false;
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collision.GetComponent<MasterEnemyAI>().Health -= Damage;
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}
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if (collision.gameObject.tag == "Player" && DamagePlayer == true)
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{
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CanDamage = false;
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GameObject.Find("GameData").GetComponent<GameData>().CurrentHealth -= Damage;
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}
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}
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}
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void OnTriggerEnter2D(Collider2D collision)
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{
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if (collision.GetComponent<MasterEnemyAI>() && DamageEnemy == true || collision.gameObject.tag == "Player" && DamagePlayer == true)
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{
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CurrentlyColliding = true;
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}
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}
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void OnTriggerExit2D(Collider2D collision)
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{
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if (collision.GetComponent<MasterEnemyAI>() && DamageEnemy == true || collision.gameObject.tag == "Player" && DamagePlayer == true)
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{
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CurrentlyColliding = false;
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DamageInterval = 0;
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CanDamage = true;
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}
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}
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}
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