// Use this for initialization void Start() { mySpriteRenderer = this.GetComponent <SpriteRenderer>(); updateCol = this.GetComponent <UpdateColliders>(); onCol = updateCol.bmCol; target = GameObject.Find("Player"); }
public void ChooseSprite() { player = GameObject.Find("Player").transform; mySpriteRenderer = this.gameObject.GetComponent <SpriteRenderer>(); updateCol = this.GetComponent <UpdateColliders>(); playerLoc = player.position; bulletLoc = this.gameObject.transform.position; dirToTarget = playerLoc - bulletLoc; onCol = updateCol.bmCol; float absx = Mathf.Abs(dirToTarget.x); float absy = Mathf.Abs(dirToTarget.y); float x = dirToTarget.x; float y = dirToTarget.y; if (absx > absy) { if (x > 0) { mySpriteRenderer.flipX = false; mySpriteRenderer.sprite = right; onCol.SetActive(false); onCol = updateCol.rtCol; onCol.SetActive(true); } else { mySpriteRenderer.flipX = true; mySpriteRenderer.sprite = right; onCol.SetActive(false); onCol = updateCol.ltCol; onCol.SetActive(true); } } else { if (y > 0) { mySpriteRenderer.sprite = up; onCol.SetActive(false); onCol = updateCol.tpCol; onCol.SetActive(true); } else { mySpriteRenderer.sprite = down; onCol.SetActive(false); onCol = updateCol.bmCol; onCol.SetActive(true); } } }
// Use this for initialization void Start() { mySpriteRenderer = this.GetComponent <SpriteRenderer>(); updateCol = this.GetComponent <UpdateColliders>(); onCol = ltColCharge.gameObject; manager = this.GetComponent <GoatDemonAttackManager>(); currentCone = rtCone; currentCone.SetActive(false); //target = GameObject.Find("Player"); }
private void Start() { player = GameObject.Find("Player").transform; playerLoc = player.position; bulletLoc = gameObject.transform.position; dirToTarget = playerLoc - bulletLoc; targetDistance = dirToTarget.magnitude; mySpriteRenderer = this.gameObject.GetComponent <SpriteRenderer>(); updateCol = this.GetComponent <UpdateColliders>(); onCol = updateCol.bmCol; ChooseSprite(); }