Ejemplo n.º 1
0
    float timer = 0f;                               // Timer for counting up to the next attack.


    void Awake()
    {
        playerInRange = false;
        // Setting up the references.
        player       = GameObject.FindGameObjectWithTag("Player");
        playerHealth = player.GetComponent <PlayerHealth>();
        enemyHealth  = GetComponent <cookieDeath>();
        //anim = GetComponent  ();
    }
Ejemplo n.º 2
0
    void Shoot()
    {
        // Reset the timer.
        timer = 0f;

        // Play the gun shot audioclip.
        //gunAudio.Play ();

        // Enable the light.
        //gunLight.enabled = true;

        // Stop the particles from playing if they were, then start the particles.
        gunParticles.Stop();
        gunParticles.Play();

        // Enable the line renderer and set it's first position to be the end of the gun.
        gunLine.enabled = true;
        gunLine.SetPosition(0, transform.position);

        // Set the shootRay so that it starts at the end of the gun and points forward from the barrel.
        shootRay.origin    = transform.position;
        shootRay.direction = transform.forward;

        // Perform the raycast against gameobjects on the shootable layer and if it hits something...
        if (Physics.Raycast(shootRay, out shootHit, range, shootableMask))
        {
            // Try and find an EnemyHealth script on the gameobject hit.
            cookieDeath enemyHealth = shootHit.collider.GetComponent <cookieDeath>();

            // If the EnemyHealth component exist...
            if (enemyHealth != null)
            {
                // ... the enemy should take damage.
                enemyHealth.TakeDamage(damagePerShot, shootHit.point);
            }

            // Set the second position of the line renderer to the point the raycast hit.
            gunLine.SetPosition(0, shootHit.point);
        }
        // If the raycast didn't hit anything on the shootable layer...
        else
        {
            // ... set the second position of the line renderer to the fullest extent of the gun's range.
            gunLine.SetPosition(0, shootRay.origin + shootRay.direction * range);
        }
    }