Example #1
0
    // Update is called once per frame
    void Update()
    {
        bool success;

        //Debug.Log("enemy laser from Update:" + xProjectile);

        CountDownAndShoot();
        if (Player == null || !Player.activeSelf)
        {
            agent.setEnemyActive(1, thisEnemyIndex, false); /* turn enemy to active*/
            Destroy(gameObject);

            // I'm going to destroy all enemies if the player dies disappears!
        }

        if (thisEnemyIndex >= 0)
        {
            Vector3 thisPos = transform.position;
            Vector2 TwoPos;
            TwoPos.x = thisPos.x;
            TwoPos.y = thisPos.y;
            success  = agent.setEnemyPosition(1, thisEnemyIndex, TwoPos);
            if (!success)
            {
                Destroy(gameObject);
            }
        }
    }
    // Update is called once per frame
    void Update()
    {
        if (Player == null || !Player.activeSelf || agent == null)
        {
            agent.setEnemyActive(EnemyOrPlayer, thisEnemyLaserIndex, false); /* turn enemy to active*/
            Destroy(gameObject);

            // I'm going to destroy all enemies if the player dies disappears!
        }

        if (thisEnemyLaserIndex >= 0)
        {
            Vector3 thisPos = transform.position;
            Vector3 copyPos = transform.position;
            bool    success;
            Vector2 TwoPos;
            TwoPos.x = thisPos.x;
            TwoPos.y = thisPos.y;

            TwoPos.y          -= Time.deltaTime * laserSpeed;
            copyPos.x          = TwoPos.x;
            copyPos.y          = TwoPos.y;
            transform.position = copyPos;
            success            = agent.setEnemyPosition(EnemyOrPlayer, thisEnemyLaserIndex, TwoPos);
            if (!success)
            {
                Destroy(gameObject);
            }
            //    Debug.Log("laserindex:"+ thisEnemyLaserIndex+"     enemylaser positon:" + TwoPos);
        }
    }