using UnityEngine; namespace RR.Game2D.Entities.Projectiles { public class BasicProjectile : Projectile2D { protected override void Awake() { base.Awake(); rb.bodyType = RigidbodyType2D.Kinematic; col.isTrigger = false; } //protected override void OnHit(Collision2D target, Vector2 point, Vector2 relativeVelocity) //{ //var player = GameManager.Instance.PlayerObj; //if (target.collider.CompareTag("Player")) // player.GetComponent().Die(); //else if (target.collider.CompareTag("Projectile") || target.collider.CompareTag("Enemy")) // Despawn(); // if (!target.collider.CompareTag(owner.tag)) // Despawn(); // base.OnHit(target, point, relativeVelocity); //} } }