public ControllerDino(GameObject gameObject, Slider barradefome, int Lifes) { dataObjectEnemy = gameObject.GetComponent<DataObjectEnemy>(); dataDino = gameObject.GetComponent<DataObjectDino>(); dataDino.Controller = this; dataDino.IsJumping = false; dataDino.Lifes = Lifes; for (int i = 0;i < dataDino.Lifes;i++) { RestoreLife(); } dataDino.StartCoroutine(ReduceFome(barradefome)); dataDino.StartCoroutine(FomeDamage()); }
public ControllerBoss(GameObject gameObject) { dataObjectBoss = gameObject.GetComponent<DataObjectEnemy>(); bossDamage = dataObjectBoss.boss.GetComponent<BoxCollider2D> (); }
public static void Die(DataObjectEnemy enemy) { BehaviourSound.Play("EnemyPoliceDie2"); Factory.InstancePrefab("Blood", enemy.GetComponent<Transform>().position); Object.Destroy(enemy.gameObject); }
public ControllerTanque(DataObjectEnemy data) { this.data = data; }
public ControllerHelicopter(DataObjectEnemy data) { this.data = data; }
public ControllerCarro(DataObjectEnemy data, GameObject police) { this.data = data; this.data.Walk = false; this.police = police; }
public ControllerPolice(DataObjectEnemy data) { this.data = data; }
public static void Walk(DataObjectEnemy enemy, float direction, float velocity) { BehaviourPhysics.MoveHorizontal(enemy.gameObject, direction, velocity); }
public static GameObject Spawn(DataObjectEnemy enemy, GameObject instance) { return (GameObject)GameObject.Instantiate(instance, enemy.gameObject.transform.position, Quaternion.identity); }
public static void Move(DataObjectEnemy enemy, Vector2 direction, float velocity) { BehaviourPhysics.Move(enemy.gameObject, direction, velocity); }
public static void Idle(DataObjectEnemy enemy) { BehaviourPhysics.Move(enemy.gameObject, Vector2.zero, 0f); }