// Use this for initialization void Awake() { rb = GetComponent <Rigidbody2D>(); state = GetComponent <EnemyState>(); enemy = GetComponent <EnemyBehavior>(); animator = GetComponent <Animator>(); attack = GetComponent <EnemyAttak>(); origin = transform.position; initialSpeed = speed; debugColor = Color.red; }
void OnTriggerEnter2D(Collider2D collision) { enemyAttak = GetComponentInParent <EnemyAttak>(); if (collision.gameObject.CompareTag("Player") && enemyAttak.attaking) { Player player = collision.gameObject.GetComponent <Player>(); attaked = true; StartCoroutine(DamageReset()); // only call DamageCharacter on the player if we don't currently have a DamageCharacter() Coroutine running. if (damageCoroutine == null) { damageCoroutine = StartCoroutine(player.DamageCharacter(damageStrength, 0, this.transform.position)); } } }
private void Start() { enemyAttak = GetComponentInParent <EnemyAttak>(); }