using UnityEngine; using Projectiles2D; public class BasicProjectile : Projectile2D { [Header("FX")] [SerializeField] private GameObject hitVfxPrefab; [SerializeField] private AudioClip hitSfx; [SerializeField] private float sfxVolume = 1f; protected override void OnHit(Collider2D target, Vector2 point, Vector2 relativeVelocity) { //var health = target.GetComponentInParent(); //if (health != null) //{ // health.ApplyDamage(damage); // if (knockback > 0f) // { // var targetRb = target.attachedRigidbody; // if (targetRb != null) // { // var dir = relativeVelocity.sqrMagnitude > 0.0001f // ? relativeVelocity.normalized // : (Vector2)(target.transform.position - transform.position).normalized; // targetRb.AddForce(dir * knockback, ForceMode2D.Impulse); // } // } //} if (hitVfxPrefab != null) { Instantiate(hitVfxPrefab, point, Quaternion.identity); } if (hitSfx != null) { AudioSource.PlayClipAtPoint(hitSfx, point, sfxVolume); } } }