void OnTriggerEnter2D(Collider2D other) { if (other.name.StartsWith("Ship")) { sa = GameObject.Find("Ship").transform.GetComponent <ShipActions>(); sa.shocknow = true; sa.hullcurrent -= getEnemyDamageValue(); transform.gameObject.GetComponent <Renderer> ().material.color = Color.cyan; if (stopAfterShock) { EnemyMoveForward emf = transform.GetComponent <EnemyMoveForward>(); emf.stop = true; } edh.health = 0; shocked = true; } }
// Update is called once per frame void Update() { if (readyToShoot && withinAttackDistance()) { sa.hullcurrent -= getEnemyDamageValue(); Instantiate(bullet, transform.position + getBulletOffset(), transform.rotation); readyToShoot = false; if (stopAfterShoot) { EnemyMoveForward emf = transform.GetComponent <EnemyMoveForward>(); emf.stop = true; } if (dieAfterShoot) { EnemyDamageHandler edh = transform.GetComponent <EnemyDamageHandler>(); edh.health = 0; } } }
// Use this for initialization void Start() { emf = transform.GetComponent <EnemyMoveForward>(); originalSpeed = emf.maxSpeed; attackSpeed = emf.maxSpeed * speedMultiple; }