void Awake() { player = GameObject.FindGameObjectWithTag("Player").transform; playerHealth = player.GetComponent <Player_Health>(); enemyHealth = GetComponent <Enemy_Health>(); nav = GetComponent <NavMeshAgent>(); }
void Shoot() { // Reset the timer. timer = 0f; gun_light.enabled = true; // Set position for line render gun_line.enabled = true; gun_line.SetPosition(0, gun_now.transform.position); // detecting if shoot anything if (Physics.Raycast(gun_now.transform.position, fpsCam.transform.forward, out where_hit, range)) { // trying to get HP info. Enemy_Health enemyHealth = where_hit.collider.GetComponent <Enemy_Health>(); if (enemyHealth != null) { enemyHealth.TakeDamage(damage, where_hit.point); } // Set the end point for the ray. gun_line.SetPosition(1, where_hit.point); } else { // shoot as far as it can go. gun_line.SetPosition(1, gun_now.transform.position + fpsCam.transform.forward * range); } }
void Shoot() { timer = 0f; gunLight.enabled = true; gunParticles.Stop(); gunParticles.Play(); gunLine.enabled = true; gunLine.SetPosition(0, transform.position); //shootRay.origin은 광선이 시작되는 점 shootRay.origin = transform.position; shootRay.direction = transform.forward; if (Physics.Raycast(shootRay, out shootHit, Range, shootableMask)) { Enemy_Health enemyHealth = shootHit.collider.GetComponent <Enemy_Health>(); if (enemyHealth != null) { enemyHealth.TakeDamage(Damage, shootHit.point); } gunLine.SetPosition(1, shootHit.point); // ray가 맞춘 곳에서 광선이 멈춤 } else { //적을 맞추지 않으면 그저 선만 긋는다. gunLine.SetPosition(1, shootRay.origin + shootRay.direction * Range); } }
void Awake() { player = GameObject.FindGameObjectWithTag("Player"); playerHealth = player.GetComponent <Player_Health>(); enemyHealth = GetComponent <Enemy_Health>(); //anim = GetComponent<Animator>(); }
// Use this for initialization void Start() { cam = Camera.main.GetComponent <Transform>(); player = GameObject.FindGameObjectWithTag("Player").GetComponent <PlayerController>();; enemy = GetComponentInParent <Enemy_Health>(); image = GetComponent <Image>(); mat = GetComponent <Material>(); }
void Awake() { // Set up the references. player = GameObject.Find("Player").transform; playerHealth = player.GetComponent <Player_Health>(); enemyHealth = GetComponent <Enemy_Health>(); nav = GetComponent <NavMeshAgent>(); }
private void OnTriggerEnter2D(Collider2D other)//Данная ф-ция будет вызываться как только враг войдет в коллайдер оружия, проверяем является ли объект врагом либо нет. { Enemy_Health enemy_Health = other.GetComponent <Enemy_Health>(); if (enemy_Health != null && _attackController.IsAttack)//Если мы попали в enemy_Controller и при этом мы нажали кнопку атаки, то { enemy_Health.ReduceHealth(damage); Debug.Log("attack"); enemyHitSound.Play(); } }
// Use this for initialization void Awake() { col = GetComponent <CapsuleCollider>(); anim = GetComponent <Animator>(); player = GameObject.FindGameObjectWithTag("Player").transform; zombieTransform = this.transform; enemyHealth = GetComponent <Enemy_Health>(); playerHealth = player.gameObject.GetComponent <PlayerHealth>(); navAgent = GetComponent <NavMeshAgent>(); navigationIndex = Random.Range(0, navPoints.Length); }
public void RemoveAllEnemy() { for (int i = 0; i < enemys.Count; i++) { if (enemys[i] != null) { Enemy_Health health = enemys[i].GetComponent <Enemy_Health>(); health.GetDamage(1000, true, 0); } } enemys.Clear(); }
IEnumerator Attack() { RaycastHit2D hit = Physics2D.Raycast(attackCheckPos.position, transform.position, attackDistance, enemyLayerMask); // рейкаст проверяет смотрим ли мы на противника if (hit.collider != null) { Enemy_Health enemy = hit.collider.GetComponent <Enemy_Health>(); // записываем противника чтобы менять его параментры enemy.Damaged(damage); // у противника вызываем метод damage } yield return(new WaitForSeconds(damage_delay)); // ждем attack = false; // атакуем false }
private void OnTriggerEnter2D(Collider2D other) { Debug.Log("Hit an object"); // Deal Damage Enemy_Health enemy = other.GetComponent <Enemy_Health>(); if (enemy != null) { enemy.DealDamage(damage); } // Destroy the bullet Destroy(gameObject); }
// Use this for initialization void Start() { agent = GetComponent <NavMeshAgent>(); target = GameObject.FindGameObjectWithTag("Player").GetComponent <Transform>(); meleeCollider = GameObject.FindGameObjectWithTag("Enemy_Melee").GetComponent <EnemyMeleeCollider>(); meleeColl = GameObject.FindGameObjectWithTag("Enemy_Melee").GetComponent <BoxCollider>(); meleeColl.enabled = false; eHealth = GetComponent <Enemy_Health>(); anim = GetComponent <Animator>(); rb = GetComponent <Rigidbody>(); }
/* IEnumerator InjuredFlicker() * { * while(true) * { * flickerTimer += Time.deltaTime; * GetComponent<SpriteRenderer>().enabled = false; * yield return new WaitForSeconds(.125f); * GetComponent<SpriteRenderer>().enabled = true; * yield return new WaitForSeconds(.125f); * } * }*/ public void Respawn() { GameObject[] enemies = GameObject.FindGameObjectsWithTag("Enemy"); foreach (GameObject e in enemies) { Enemy_Health enemyHealth = e.GetComponent(typeof(Enemy_Health)) as Enemy_Health; enemyHealth.SetCurrentHealth(enemyHealth.maxHealth); } health = maxHealth; gameObject.GetComponent <Rigidbody2D>().velocity = Vector2.zero; gameObject.transform.position = respawn.transform.position; AddPoints(-1 * deathPenalty); }
private void OnTriggerEnter2D(Collider2D collision) { if (collision != null && hitActive == true) { if (collision.tag == "enemy") { //Destroy(collision.gameObject) Destroys objects it touches GameObject enemy = collision.gameObject; Enemy_Health healthScript = enemy.GetComponent <Enemy_Health>(); healthScript.reduceHealth(Player_Move_Prot.playerDamage); enemy.GetComponent <Enemy_Move>().knockbackEnemy(); Debug.Log("Enemy hit"); } } }
void OnTriggerEnter2D(Collider2D other) { if (other.tag == "enemy") { GameObject enemy = other.gameObject; Enemy_Health healthScript = enemy.GetComponent <Enemy_Health>(); healthScript.reduceHealth(1); //enemy.GetComponent<Enemy_Move>().knockbackEnemy(); Debug.Log("Enemy hit"); Destroy(gameObject); } else { Destroy(gameObject); } }
// Start is called before the first frame update void Start() { enemyRB = GetComponent <Rigidbody2D>(); isMoving = false; bool xNegative; bool yNegative; xNegative = Random.Range(1, 3) % 2 == 0; yNegative = Random.Range(1, 3) % 2 == 0; holderIsCurrent = false; fireCD = 0; longShot = GetComponent <LongShot>(); health = GetComponent <Enemy_Health>(); sprite = GetComponent <SpriteRenderer>(); }
// Update is called once per frame void Update() { Collider[] hits = Physics.OverlapSphere(hitPoint.position, radius, enemyLayer); foreach (Collider c in hits) { if (c.isTrigger) { continue; } enemyHealth = c.gameObject.GetComponent <Enemy_Health>(); collided = true; if (collided) { Instantiate(attackEffect, hitPoint.position, hitPoint.rotation); enemyHealth.EnemyTakeDamage(damageCount); } } }
// Update is called once per frame void Update() { if (_target) { _Health = _target.GetComponentInParent <Enemy_Health>(); if (_Health) { health_Bar.fillAmount = _Health._health / _Health.max_health; health_Bar.enabled = true; } } else { Player_State.islock = false; health_Bar.fillAmount = 1; health_Bar.enabled = false; } }
// Update is called once per frame void Update() { Collider[] hits = Physics.OverlapSphere(transform.position, radius, zombieLayer); foreach (Collider c in hits) { if (c.isTrigger) { continue; } attackTarget = c.gameObject.GetComponent <Enemy_Health>(); collided = true; if (collided) { Instantiate(damageEffect, transform.position, transform.rotation); attackTarget.EnemyTakeDamage(damageCount); } } }
// Attack private void Attack() { float distance = Vector3.Distance(target.transform.position, transform.position); Vector3 dir = (target.transform.position - transform.position).normalized; float direction = Vector3.Dot(dir, transform.forward); if (distance < 2) // If the player is facing towards the enemy and is within a certain distance of them, they can deal damage { if (direction > 0) { Enemy_Health eh = (Enemy_Health)target.GetComponent("Enemy_Health"); eh.AdjustCurrentHealth(-5); if (equipped.showWeapon) // If the baseball bat is equipped the player will deal twice as much damage { eh.AdjustCurrentHealth(-10); } } } }
private void Start() { if (!StartsLookingRight) { Flip(); } if (CanShoot) { DetectionRange = 10f; } else { DetectionRange = 0.5f; } if (Stationary) { speed = 0; } health = GetComponent <Enemy_Health>(); }
void Start() { _player_Bullet = FindObjectOfType <Player_Bullet>(); _enemy_Health = gameObject.GetComponentInParent <Enemy_Health>(); _enemy_Movement = gameObject.GetComponentInParent <Enemy_Movement>(); }
void Awake() { player = GameObject.Find("Player"); playerHealth = player.GetComponent <Player_Health>(); enemyHealth = GetComponent <Enemy_Health>(); }
void Start() { stopPoison = false; enemyHealth = GetComponent <Enemy_Health>(); }
// Enemy_Health protected void GiveDamage(Enemy_Health target) { target.TakeDamage(damage); }
void Awake() { enemyHealth = GetComponent <Enemy_Health>(); enemyController = GetComponent <Enemy_Controller>(); anim = GetComponent <Animator>(); }
void Start() { _animator = GetComponent <Animator>(); _enemyMovement = GetComponent <Enemy_Movement>(); _enemyHealth = GetComponent <Enemy_Health>(); }
void Start() { _enemy_Health = GetComponent <Enemy_Health>(); StartCoroutine(RandomVector2()); }