void OnMaxHealthChange(int health) { if (health < 1) { return; } if (health > 1 && health % 50 == 0) { CoinNPCBehavior.isGroupFrenzy = true; //forever frenzy! } if (health > 10) { if (Random.value < 0.1f) { int numFrenzy = health / 7; // Arbitrary math magic for (int i = 0; i < numFrenzy; i++) { CoinNPCBehavior behave = livePlayers[Random.Range(0, livePlayers.Length)].GetComponent <CoinNPCBehavior>(); if (behave != null) { behave.isFrenzy = true; } } } expectedLivePlayerCount++; } }
private void CheckUpdateTarget(CoinBody fighter) { CoinNPCBehavior npc = fighter.GetComponent <CoinNPCBehavior>(); if (npc) { npc.enemy = parent; } }