Example #1
0
    public override float GetMaximumWeaponRange()
    {
        //float weaponRange = 0;
        EnemyWeaponScript enemyWeaponScript;

        if ((enemyWeaponScript = GetComponent <EnemyWeaponScript>()) != null)
        {
            maxWeaponRange = enemyWeaponScript.GetRange();
            return(maxWeaponRange);
        }

        GameObject[] turrets = GetAttachedTurrets();
        if (turrets != null)
        {
            foreach (GameObject turret in GetAttachedTurrets())
            {
                EnemyTurretScript turretScript = turret.GetComponent <EnemyTurretScript>();
                if (turretScript != null && (maxWeaponRange == 0 || turretScript.GetRange() > maxWeaponRange))
                {
                    maxWeaponRange = turretScript.GetRange();
                }
            }
        }

        return(maxWeaponRange);
    }
Example #2
0
 //Keeps track of how many turrets remain and removes turret if destroyed
 public static void ReduceEnemyCount(EnemyTurretScript turret)
 {
     enemyTurretScriptList.Remove(turret);
     scoreCountEnemy++;
     enemyCount -= 1;
     Debug.Log(enemyCount);
 }
Example #3
0
    public void SetTarget(GameObject target)
    {
        m_target = target;

        foreach (GameObject turret in GetAttachedTurrets())
        {
            EnemyTurretScript turretScript = turret.GetComponent <EnemyTurretScript>();
            turretScript.SetTarget(m_target);
        }

        m_currentOrder = Order.Attack;
    }