private void OnTriggerExit(Collider other) { //Destroy(other.gameObject.transform.parent.gameObject); GameObject unity_chan = GameObject.Find("unitychan"); villian_script temp = (villian_script)unity_chan.GetComponent(typeof(villian_script)); //print(temp.speed); temp.collision_trigger_false(); }
void FixedUpdate() { if (!dead) { GameObject unity_chan = GameObject.Find("unitychan"); Vector3 unitychan_pos = unity_chan.transform.position; villian_script dam = (villian_script)unity_chan.GetComponent(typeof(villian_script)); Score_board score = (Score_board)unity_chan.GetComponent <Score_board>(); GameObject mumm_gen = GameObject.Find("MummyGenerator"); mummy_army mum_gen = (mummy_army)mumm_gen.GetComponent <mummy_army>(); bool kicked = dam.kick; bool powered = dam.power; Vector3 my_pos = this.transform.position; float dis = Mathf.Pow((unitychan_pos.x - my_pos.x), 2) + Mathf.Pow((unitychan_pos.z - my_pos.z), 2); dis = Mathf.Sqrt(dis); //print (dis); if (kicked && dis < 0.7f) { hp -= 10; } if (powered && dis < 3.0f) { hp -= 30; } if (dis <= 15f) { walk = true; mov = new Vector3(0, 0, speed * .006f); transform.Translate(mov); transform.LookAt(GameObject.Find("unitychan").transform); } else if (atk) { transform.LookAt(GameObject.Find("unitychan").transform); } else { walk = false; } if (hp < 0 && !dead) { print("dead"); dead = true; anim.SetBool("Dead", dead); Destroy(this.gameObject, this.GetComponent <Animator> ().GetCurrentAnimatorStateInfo(0).length + 0.7f); score.updatePoints(3); mum_gen.mum_count -= 1; } updateParams(); attackLogic(dis); } }
private void OnTriggerEnter(Collider other) { //Destroy(other.gameObject.transform.parent.gameObject); GameObject unity_chan = GameObject.Find("unitychan"); villian_script temp = (villian_script)unity_chan.GetComponent(typeof(villian_script)); //print(temp.speed); temp.collision_trigger_true(); temp.contact = unity_chan.transform.position; print(unity_chan.transform.position); print(this.transform.position); //Bounds bd = new Bounds(this.transform.position,this.transform.); //this.gameObject. }