void OnCollisionEnter(Collision collider)
{
// if character is not immune to enemy damage, he will detect these
if (!immuneToEnemyDamage)
{
// Touching enemy hurts you
if (collider.transform.tag == "Enemy")
{
theCharacterHealth.removeHealth(1f);
theCharacterHealth.Invincibility();
}
}
// if character is not immune to player damage, he will detect these
if (!immuneToPlayerDamage)
{
{
// Touching player hurts you
if (collider.gameObject.tag == "Player" && ChestUPG.SpikeArmor == true)
{
theCharacterHealth.removeHealth(1f);
theCharacterHealth.Invincibility();
}
}
}
// if character is not immune to hazard damage, he will detect these
if (!immuneToHazardDamage)
{
if (collider.gameObject.tag == "Spikes")
{
theCharacterHealth.removeHealth (1f);
theCharacterHealth.Invincibility ();
}
if (collider.gameObject.tag == "Lava")
{
theCharacterHealth.removeHealth (2f);
theCharacterHealth.Invincibility ();
HazardKnockback = new Vector3 (0,LavaKnockback,0);
GetComponent<Rigidbody>().velocity = transform.TransformDirection(HazardKnockback);
}
if (collider.gameObject.tag == "Masher")
{
theCharacterHealth.removeHealth (999f);
theCharacterHealth.Invincibility();
}
}
}