// Use this for initialization void Start() { Mov = this.GetComponent <MovimientoCte>(); player = this.GetComponent <Enemigo>().player; target = player; der = new Vector2(-transform.localScale.x, transform.localScale.y); izq = new Vector2(transform.localScale.x, transform.localScale.y); countdown = 0; sonido = this.GetComponent <PlaySound>(); InvokeRepeating("Perseguir", delay, delay); }
//para comprobar que solo caja y player son movidos void Start() { //config inicial GetComponent <Collider2D>().isTrigger = true; GetComponent <Rigidbody2D>().simulated = true; GetComponent <Rigidbody2D>().isKinematic = true; dir = (final.transform.position - origen.transform.position).normalized; Mov = GetComponent <MovimientoCte>(); Mov.dir = dir; if (debugLogMode) { Debug.Log("Vel plat:" + vel); Debug.Log("Dir plat:" + dir); Debug.Log("Pos origen:" + origen.transform.position); Debug.Log("Pos final:" + final.transform.position); Debug.Log("mov: " + Mov.gameObject.name); } //config segun opciones if (stoppedDefault) { Mov.vel = 0; } else { Mov.vel = vel; } if (automaticDelay) { delay = Mathf.Abs(constVel / vel); } //config endings origen.GetComponent <PlataformaEndings>().esOrigen = true; origen.GetComponent <Collider2D>().isTrigger = true; final.GetComponent <PlataformaEndings>().esOrigen = false; final.GetComponent <Collider2D>().isTrigger = true; }