// Update is called once per frame void Update() { if (lockedOn) { if (!ourAutoLock && assignedPlayer) { ourAutoLock = assignedPlayer.GetComponent<AutoLockOn>(); } if (ourAutoLock.AlreadyTargeted(enemySighted)) { if (useOurTargeting) { sightImage.color = Color.red; } } else { //this cannot be handled by an animator, because it cannot seem to handle the rotation timeSoFar += Time.deltaTime; targetingSight.transform.rotation = Quaternion.Euler(0, 0, (1080 * (timeSoFar / neededTime))); Color newColor = sightImage.color; newColor.a = (timeSoFar / neededTime); if (useOurTargeting) { sightImage.color = newColor; } if (timeSoFar >= neededTime) { if (useOurTargeting) { sightImage.color = Color.red; } ourAutoLock.NewTarget(enemySighted.gameObject); } } } }
void OnTriggerEnter(Collider obj) { if (obj.gameObject.tag.Length > 4) { if (obj.gameObject.tag.Substring(0, 5) == "Enemy") { if (giveHitAlert) { animator.SetTrigger("Hit"); } if ((!myAutoLock.AlreadyTargeted(obj.gameObject)) && sendTargetData) { myAutoLock.NewTarget(obj.gameObject); } Destroy(gameObject); } } }
void OnTriggerEnter(Collider obj) { if (obj.gameObject.tag.Length > 4) { if (obj.gameObject.tag.Substring(0, 5) == "Enemy") { newestEnemy = obj.gameObject; Invoke("SendData", .125f); if ((!ourAutoLock.AlreadyTargeted(newestEnemy)) && giveUsWarning) { foreach (Animator animator in signAnimators) { animator.SetTrigger("IsNear"); } } } } }