Wayback Machinekoobas.hobune.stream
May JUN Jul
Previous capture 12 Next capture
2021 2022 2023
1 capture
12 Jun 22 - 12 Jun 22
sparklines
Close Help
  • Products
  • Solutions
  • Made with Unity
  • Learning
  • Support & Services
  • Community
  • Asset Store
  • Get Unity

UNITY ACCOUNT

You need a Unity Account to shop in the Online and Asset Stores, participate in the Unity Community and manage your license portfolio. Login Create account
  • Blog
  • Forums
  • Answers
  • Evangelists
  • User Groups
  • Beta Program
  • Advisory Panel

Navigation

  • Home
  • Products
  • Solutions
  • Made with Unity
  • Learning
  • Support & Services
  • Community
    • Blog
    • Forums
    • Answers
    • Evangelists
    • User Groups
    • Beta Program
    • Advisory Panel

Unity account

You need a Unity Account to shop in the Online and Asset Stores, participate in the Unity Community and manage your license portfolio. Login Create account

Language

  • Chinese
  • Spanish
  • Japanese
  • Korean
  • Portuguese
  • Ask a question
  • Spaces
    • Default
    • Help Room
    • META
    • Moderators
    • Topics
    • Questions
    • Users
    • Badges
  • Home /
avatar image
0
Question by Silentones · Apr 05, 2019 at 06:48 AM · playerenemycollision2dattackrange

How do I hurt enemies by jumping on them without getting killed?

I have half of the code already written. I am just not sure if the player will get hurt since I have the enemies hurt my player through collisions.

The code here is for the enemy. If i switch this code around will the program allow the player to attack the enemy without getting hurt? or will they both get hurt?

 void OnCollisionEnter2D(Collision2D frog)
     {
         if (frog.gameObject == PTarget)
         {
             playerRange = true;
         }
     }
 
     void OnCollisionExit2D(Collision2D frog)
     {
         if (frog.gameObject == PTarget)
         {
             playerRange = false;
         }
     }
 
     // Update is called once per frame
     void Update()
     {
         attackTime();
     }
 
 
     void attack()
     {
         timer = 0f;
 
         if (PlayerHealth.currentHealth > 0)
         {
             PlayerHealth.TakenDmg(amount);
         }
     }
Comment
Add comment · Show 1
10 |3000 characters needed characters left characters exceeded
▼
  • Viewable by all users
  • Viewable by moderators
  • Viewable by moderators and the original poster
  • Advanced visibility
Viewable by all users
avatar image TreyH · Apr 05, 2019 at 03:04 PM 0
Share

There's probably a cute way to do this with Platform Effectors.

1 Reply

· Add your reply
  • Sort: 
avatar image
1

Answer by Vollmondum · Apr 05, 2019 at 06:58 AM

There should be either 4 colliders on each side, or raycasting from 8 points. Left/right/top collider corresponds for you being hurt, bottom one - kick enemies. Top collider also checks if you're hitting a ceiling. Same for raycasting, just each raycast should be out of imaginary colliders boundaries.

Comment
Add comment · Show 3 · Share
10 |3000 characters needed characters left characters exceeded
▼
  • Viewable by all users
  • Viewable by moderators
  • Viewable by moderators and the original poster
  • Advanced visibility
Viewable by all users
avatar image Kermadec · Apr 05, 2019 at 09:28 AM 1
Share

This should definitely do the trick. $$anonymous$$aybe alternatively you can have 2 colliders, one larger one that covers the top and sides of the player, and a smaller one that covers the bottom. Essentially the same I think, but with fewer colliders.

avatar image Silentones · Apr 05, 2019 at 02:43 PM 0
Share

So i should attach a bottom collider at my players feet and add in.

  void OnCollisionEnter2D(Collision2D bottom)
      {
          if (bottom.gameObject == frogbody)
          {
              enemyRange = true;
          }
      }

i wrote that at the top of my head, but it should be something similar to that?

avatar image Vollmondum Silentones · Apr 05, 2019 at 02:55 PM 0
Share

enemyDamage, right. bottom.gameObject.tag == enemyTag

Your answer

Hint: You can notify a user about this post by typing @username

Up to 2 attachments (including images) can be used with a maximum of 524.3 kB each and 1.0 MB total.

Follow this Question

Answers Answers and Comments

126 People are following this question.

avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image

Related Questions

How to stop enemy within certain distance of player? 2 Answers

Problems with enemy attack script! 0 Answers

enemy attack the player 0 Answers

Enemy collider used as range to detect player causes player to not go into jump animation, how should I deal with that? 0 Answers

How to correctly do an enemy ranged attack script? 0 Answers


Enterprise
Social Q&A

Social
Subscribe on YouTube social-youtube Follow on LinkedIn social-linkedin Follow on Twitter social-twitter Follow on Facebook social-facebook Follow on Instagram social-instagram

Footer

  • Purchase
    • Products
    • Subscription
    • Asset Store
    • Unity Gear
    • Resellers
  • Education
    • Students
    • Educators
    • Certification
    • Learn
    • Center of Excellence
  • Download
    • Unity
    • Beta Program
  • Unity Labs
    • Labs
    • Publications
  • Resources
    • Learn platform
    • Community
    • Documentation
    • Unity QA
    • FAQ
    • Services Status
    • Connect
  • About Unity
    • About Us
    • Blog
    • Events
    • Careers
    • Contact
    • Press
    • Partners
    • Affiliates
    • Security
Copyright © 2020 Unity Technologies
  • Legal
  • Privacy Policy
  • Cookies
  • Do Not Sell My Personal Information
  • Cookies Settings
"Unity", Unity logos, and other Unity trademarks are trademarks or registered trademarks of Unity Technologies or its affiliates in the U.S. and elsewhere (more info here). Other names or brands are trademarks of their respective owners.
  • Anonymous
  • Sign in
  • Create
  • Ask a question
  • Spaces
  • Default
  • Help Room
  • META
  • Moderators
  • Explore
  • Topics
  • Questions
  • Users
  • Badges