using System; using Core.Extensions; using UnityEngine; public class Projectile : MonoBehaviour { [SerializeField] private Rigidbody2D rb; [Header("Stats")] public float damage; public float speed; public int pierceAmount; private int currentPierce; private void FixedUpdate() { rb.linearVelocity = transform.right * speed; } public void RotateToTarget(Vector3 target) { transform.Lookat2D(target); } private void OnTriggerEnter2D(Collider2D collision) { if (!collision.CompareTag(tag) && collision.TryGetComponent(out Entity isEntity)) { isEntity.TakeDamage(damage); currentPierce++; if (currentPierce > pierceAmount) { Destroy(gameObject); } } } }