I am making a basic TD game with a fast-forward feature. When i press the fast-forward button, the game speeds up, but the bullet that the turret shoots goes through the enemy (object).
This is the code for the bullet:
void OnTriggerEnter(Collider other){
//-- Development Test
if(Time.timeScale == 2){//If fast forward
if(other.tag == "Enemy" || other.tag == "Enemy 2"){//if hit enemy
Time.timeScale = 0;//pause game
Debug.Log (other.collider.gameObject.name);//Debug enemy name
}
}
//--
if(other.tag == "Enemy" || other.tag == "Enemy 2"){//if hit enemy
other.collider.gameObject.GetComponent().setHealth (Damage);//reduce health
Destroy(gameObject);//destroy bullet
}
}
And this is how the turret aims:
if(myTarget){//if turret has a target
if(Time.time >= nextMoveTime){
//CalculateAimPosition(myTarget.position);
turretBall.LookAt(myTarget);//lookat the target
}
if(Time.time >= nextFireTime){//if can fire
FireProjectile();//fire bullet
}
}
In the Development Test section (of the bullet script), the bullet doesn't "collide" with the enemy (or it doesn't detect it). How would i detect if the bullet collides with an enemy when the game is at 2x the speed?