void Start() { base.Start(); originSpeed = speed; batStateMachine = new BatStateMachine(this); player = GameObject.FindGameObjectWithTag("Player"); startPos = transform.position; rigi = GetComponent <Rigidbody2D>(); }
private void Shoot() { if (Random.Range(0, 2).Equals(0)) { GameManager.Instance.soundManager.Play("BatShoot1"); } else { GameManager.Instance.soundManager.Play("BatShoot2"); } // transform.LookAt(GameManager.Instance.player.transform.position); BatStateMachine stateMachine = GetComponent <BatStateMachine>(); // stateMachine.navAgent.updateRotation = true; Vector3 randomPos = new Vector3(stateMachine.shootingPoint.position.x + UnityEngine.Random.Range(-radius, radius), stateMachine.shootingPoint.position.y + UnityEngine.Random.Range(-radius, radius), stateMachine.shootingPoint.position.z); GameObject bullet = GameObject.Instantiate(stateMachine.bulletPrefab, randomPos, Quaternion.identity); bullet.GetComponent <Rigidbody>().AddForce(transform.forward * stateMachine.enemy.stats.ShootingRange, ForceMode.Impulse); stateMachine.enemy.conditions.isChasing = true; // stateMachine.navAgent.updateRotation = true; }