// Update is called once per frame void Update() { gamemanagerscript = GameObject.FindObjectOfType <gamemanager> (); enemyscript = gameObject.transform.parent.GetComponent <enemyscript> (); if (!gamemanagerscript.playerdeath) { playerposition = GameObject.FindObjectOfType <characterscript> ().GetComponent <characterscript> ().transform.position; difference = transform.position - playerposition; if (difference.x <= 16f && difference.x >= 2f) { shooting = true; } else { shooting = false; } difference.Normalize(); float rotz = Mathf.Atan2(difference.y, difference.x) * Mathf.Rad2Deg; // find the angles in degrees if (Time.time > cooldowntimer && shooting) { cooldowntimer = Time.time + firedelay; enemyscript.walking = false; gunanim.SetTrigger("shoot"); Instantiate(muzzleflash, firepoint.position, transform.rotation); GameObject bulletinstance; bulletinstance = Instantiate(bullet, firepoint.position, transform.rotation) as GameObject; bulletinstance.GetComponent <Rigidbody2D> ().AddForce(difference * -700f); } } }
void OnTriggerEnter2D(Collider2D hitInfo) { enemyscript enemy = hitInfo.GetComponent <enemyscript>(); enemy.TakeDamage(damage); Debug.Log("Hit"); }
// Update is called once per frame void FixedUpdate() { float horizontal = Input.GetAxis("Horizontal"); float vertical = Input.GetAxis("Vertical"); HandleMovement(horizontal); HandleMovement1(vertical); Flip(horizontal); if (Input.GetKeyDown(runKey)) { transform.position += new Vector3(speed * Time.deltaTime, 0.0f, 0.0f); } enemyscript ES = GameObject.FindGameObjectWithTag("Enemy").GetComponent <enemyscript>(); // referencing the enemyscript which holds the latched bool. if (ES.latched && takeDamage == false) // if the enemy is latched and the player is not already taking damage, the corroutine will start { StartCoroutine(TakeDamage(timeBetween, enemyDamage)); } else if (!ES.latched) { takeDamage = false; } if (health <= 0 && dead == false) { transform.position = checkpoint.transform.position; // where frank will respawn. } }
// Use this for initialization void Start() { controller = GetComponent <CharacterController>(); playerFacingRight = true; health = 5; // displays in the inspector but has to be changed in script. maxHealth = 5; takeDamage = false; dead = false; // rigidPlayer = GetComponent<Rigidbody>(); ES = GameObject.FindGameObjectWithTag("EnemySprite").GetComponent <enemyscript>();// referencing the enemyscript which holds the latched bool. }
enemyscript ES; // gonna need some bools from the enemy too // Use this for initialization void Start() { currentSpawn = Random.Range(0, spawnPoints.Length); // the current spawn is a random number between 0 and the length of the array maxSpawns = spawnPoints.Length; // max spawns is equal to the spawn points array length playerSprite = GameObject.FindGameObjectWithTag("Player Model"); // this is being used to reference the sprite rather than player holder... We will be de activating and re activating on death flickrSprite = GameObject.FindGameObjectWithTag("EnemySprite"); // this is being used to referece the sprite of the enemy. will be de activating and re activating upon death PS = GameObject.FindGameObjectWithTag("Player").GetComponent <playerScript> (); // referencing the 3D player object... specifically the player script on the player object ES = GameObject.FindGameObjectWithTag("EnemySprite").GetComponent <enemyscript> (); // referencing the 3D enemy object.. specifically the enemy script on the enemy object flickr = GameObject.FindGameObjectWithTag("EnemySprite"); // referecning the actual enemy 3D holder flickr.transform.position = spawnPoints [currentSpawn].transform.position; // the starting position of the flickr enemy StartCoroutine(EnemyAlive()); // start her up }
private void OnEnable() { myTarget = (enemyscript)target; soTarget = new SerializedObject(target); //health = soTarget.FindProperty("health"); //deathEffect = soTarget.FindProperty("deathEffect"); speed = soTarget.FindProperty("speed"); amplitude = soTarget.FindProperty("amplitude"); period = soTarget.FindProperty("period"); yChange = soTarget.FindProperty("yChange"); waitTime = soTarget.FindProperty("waitTime"); slideTime = soTarget.FindProperty("slideTime"); moveRight = soTarget.FindProperty("moveRight"); maxRadians = soTarget.FindProperty("maxRadians"); sideVelocity = soTarget.FindProperty("sideVelocity"); }