Hello, im doing my first game and im trying to detect the enemies inside an circle area around my player. I have two problems right now
-When a start the game, the circlecollider and player collider is detected as enemies even when i use the compare tag “Enemy”
-My corroutine dont refresh every 2s, and only detect colliders one time when the game start
public class ItemDamage : MonoBehaviour
{
[SerializeField] int damage;
[SerializeField] Collider2D[] objectsInsideArea;
Vector2 radiusOfDamage;
int radius;
public void Start()
{
radiusOfDamage = new Vector2(radius, 0f);
StartCoroutine(DamageEnemy());
}
bool IsEnemy(string tag)
{
for (int i = 0; i < objectsInsideArea.Length; i++)
if (objectsInsideArea*.gameObject.CompareTag("Enemy"))*
{
Debug.Log(“object {i} is an Enemy”);
return true;
} else
{
Debug.Log(“object {i}”);
}
return false;
}
IEnumerator DamageEnemy()
{
objectsInsideArea = Physics2D.OverlapAreaAll(Vector2.zero, radiusOfDamage);
foreach (bool IsEnemy in objectsInsideArea)
{
Debug.Log(“You damage the enemy”);
}
yield return new WaitForSeconds(2);
}
}
,Hello, im doing my first game and im trying to detect the enemies inside an circle area around my player.
i have two problems right now:
-When a start the game, the circlecollider and player collider is detected as enemies even when i use the compare tag “Enemy”
-My corroutine dont refresh every 2s, and only detect colliders one time when the game start
public class ItemDamage : MonoBehaviour
{
[SerializeField] int damage;
[SerializeField] Collider2D[] objectsInsideArea;
Vector2 radiusOfDamage;
int radius;
public void Start()
{
radiusOfDamage = new Vector2(radius, 0f);
StartCoroutine(DamageEnemy());
}
bool IsEnemy(string tag)
{
for (int i = 0; i < objectsInsideArea.Length; i++)
if (objectsInsideArea*.gameObject.CompareTag(“Enemy”))*
{
Debug.Log(“object {i} is an Enemy”);
return true;
} else
{
Debug.Log(“object {i}”);
}
return false;
}
IEnumerator DamageEnemy()
{
objectsInsideArea = Physics2D.OverlapAreaAll(Vector2.zero, radiusOfDamage);
foreach (bool IsEnemy in objectsInsideArea)
{
Debug.Log(“You damage the enemy”);
}
yield return new WaitForSeconds(2);
}
}