fgm24/Assets/Scripts/Player/Other/PlayerCollideAttack.cs

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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class PlayerCollideAttack : MonoBehaviour
{
[SerializeField] Rigidbody2D body;
[SerializeField] LayerMask damageLayers;
[SerializeField] AnimationCurve speedToDamage;
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public float speedYouNeedToNotTakeDamageFromRammingOrSomtmh = 10f;
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public void OnCollisionEnter2D(Collision2D collision)
{
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if (collision.collider.tag != "Enemy") return;
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// Below was messing with assembly definitions
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//HealthComponent health = collision.collider.gameObject.GetComponent<HealthComponent>();
//if (health == null)
// health = collision.collider.transform.parent.GetComponent<HealthComponent>();
//if (health == null) return;
// health = collision.collider.gameObject.GetComponentInChildren<HealthComponent>();
//if (health == null) return;
//float speed = body.velocity.magnitude;
//float damage = speedToDamage.Evaluate(speed);
//health.TakeDamage(damage);
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}
}