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