private void OnParticleCollision(GameObject other) {
if(hitPoints > damage) {
score.UpdateScore(amountToAdd);
hitPoints -= 20;
}
if(hitPoints <= damage) {
score.UpdateScore(amountToAddWhenKilled);
GameObject vfx = Instantiate(deathVFX, transform.position, Quaternion.identity);
vfx.transform.parent = parent;
Destroy(gameObject);
}
}
1 Like
Does it work like you intended?
it does
Why do you subtract 20 from the hitPoints? You wouldn’t have to subtract the variable “damage” from the hitPoints, because otherwise you would have hardcoded the value?