Beispiel #1
0
 public void OnEnter(Control_Enemy enemy)
 {
     this.myEnemy     = enemy;
     rotation         = 0;
     myEnemy.MyTarget = null;
     myEnemy.navMeshAgent.SetDestination(myEnemy.nexus.transform.position);
 }
Beispiel #2
0
 public void OnEnter(Control_Enemy enemy)
 {
     this.myEnemy = enemy;
     rotation     = 0;
     player       = GameObject.FindGameObjectWithTag("Player").GetComponent <Player>();
     remaingTime  = timerAttack;
 }
    public void OnEnter(Control_Enemy enemy)
    {
        this.myEnemy = enemy;
        rotation     = 0;
        myEnemy.navMeshAgent.speed = myEnemy.navMeshAgent.speed * 2;

        //myEnemy.SetLayerAnimation(0);
    }
    public void OnEnter(Control_Enemy enemy)
    {
        this.myEnemy = enemy;
        whichside    = Random.Range(0, 2);
        remaingTime  = 0;

        //myEnemy.SetLayerAnimation(0);
    }
Beispiel #5
0
 // Update is called once per frame
 void Update()
 {
     if (Input.GetButtonDown("Fire1"))
     {
         if (Physics.Raycast(cam.transform.position, cam.transform.forward, out hit, range))
         {
             if (hit.transform.tag == "Enemy" && hit.distance < range) // tworzenie obiektu dziury po kuli
             {
                 // GameObject go;
                 //   go = Instantiate(trafiony, hit.point, Quaternion.FromToRotation(Vector3.up, hit.normal)) as GameObject; // klonowanie trafienia
                 //   Destroy(go, 5);
                 //Debug.Log("Trafiony");
                 Control_Enemy enemy  = hit.transform.GetComponent <Control_Enemy>();
                 Player        player = transform.GetComponent <Player>();
                 enemy.TakeDamage(player.Damage, this.transform, true);
             }
             else if (hit.distance < range)
             {
                 //Debug.Log("Podlo");
             }
         }
     }
 }
Beispiel #6
0
 public void OnEnter(Control_Enemy enemy)
 {
     this.myEnemy = enemy;
     whichside    = Random.Range(0, 2);
     remaingTime  = 0;
 }
Beispiel #7
0
 public void OnEnter(Control_Enemy enemy)
 {
     this.myEnemy = enemy;
     rotation     = 0;
     myEnemy.navMeshAgent.speed = myEnemy.navMeshAgent.speed * 2;
 }