using System.Collections; using System.Collections.Generic; using UnityEngine; public class Bullet : MonoBehaviour, IAmmunitonHandler { [SerializeField] private float totalTimer; private float timer = 0; private float damage = 0; bool isCurrentlyColliding = false; [HideInInspector] public GameObject source; private void Awake() { Physics.IgnoreLayerCollision(6, 6); } void OnCollisionEnter(Collision col) { //if(col.gameObject.tag != "lowCaliber") isCurrentlyColliding = true; HealthSystem temp = col.gameObject.GetComponent<HealthSystem>(); if(temp != null) { temp.TakeDamage(damage, source); } } void Update() { BulletTimer(); } public void BulletTimer() { timer += Time.deltaTime; if (timer >= totalTimer|| isCurrentlyColliding == true) { Destroy(gameObject); } } public void ReadyBullet(float damage, GameObject source) { this.damage = damage; this.source = source; } }