void Awake() { player = GameObject.FindGameObjectWithTag("Player"); tran = GameObject.FindGameObjectWithTag("Player").transform; playerHealth = player.GetComponent <playerHP> (); enemyHealth = GetComponent <skeletHP> (); nav = GetComponent <NavMeshAgent> (); anim = GetComponent <Animator> (); skeletAttack = GetComponent <skeletAttack> (); }
void Awake() { hitCol = GetComponentInChildren <hitCol> (); agent = GetComponent <NavMeshAgent> (); tran = GetComponent <Transform> (); player = GameObject.FindGameObjectWithTag("Player"); playerHealth = player.GetComponent <playerHP> (); enemyHealth = GetComponent <skeletHP>(); anim = GetComponent <Animator> (); dontRot = false; }
void Shoot() { timer = 0f; gunAudio.Play(); gunLight.enabled = true; gunParticles.Stop(); gunParticles.Play(); gunParticles.startLifetime = gunParticles.startLifetime; gunLine.enabled = true; gunLine.SetPosition(0, transform.position); shootRay.origin = transform.position; shootRay.direction = transform.forward; if (Physics.Raycast(shootRay, out shootHit, range, shootableMask)) { skeletHP enemyHealth = shootHit.collider.GetComponent <skeletHP> (); skeletHP_Mage_ mageHealth = shootHit.collider.GetComponent <skeletHP_Mage_> (); if ((enemyHealth != null) && (mageHealth == null)) { enemyHealth.TakeDamage(damagePerShot /*, shootHit.point*/); } else { if ((enemyHealth == null) && (mageHealth != null)) { mageHealth.TakeDamage(damagePerShot /*, shootHit.point*/); } } gunLine.SetPosition(1, shootHit.point); } else { gunLine.SetPosition(1, shootRay.origin + shootRay.direction * range); } }