Exemple #1
0
 /// <summary>
 /// Triggers the stay.
 /// </summary>
 /// <param name="my">My.</param>
 /// <param name="other">Other.</param>
 public void TriggerStay(Collider2D my, Collider2D other)
 {
     if (target == null) // Add new target to potential targets list
     {
         targetsList.Add(other.gameObject);
     }
     else // Attack current target
     {
         // If this is my current target
         if (target == other.gameObject)
         {
             if (my.name == "RangedAttack") // If target is in ranged attack range
             {
                 // If I have ranged attack type
                 if (rangedAttack != null)
                 {
                     // Remember my last attack type
                     //myLastAttack = rangedAttack as IAttack;
                     // Try to make ranged attack
                     rangedAttack.Attack(other.transform);
                 }
             }
         }
     }
 }
Exemple #2
0
    // Update is called once per frame
    void Update()
    {
        Update2();

        //walkable.Walk();

        attack.Attack();
    }
 // Update is called once per frame
 void Update()
 {
     //range = Mathf.Pow(transform.position.y, rngProp) + rngAdd;
     range        = Mathf.Abs((int)(transform.position.y * rngProp + rngAdd));
     dmg          = Mathf.Abs((int)(transform.position.y * dmgProp + dmgAdd));
     attack.dmg   = dmg;
     attack.range = range;
     attack.speed = dmg;
     attack.Attack();
 }
Exemple #4
0
    // Update is called once per frame
    void Update()
    {
        Update2();

        range        = Mathf.Pow(transform.position.y, rngProp) + 3;
        dmg          = Mathf.Abs((int)(transform.position.y * dmgProp + 3));
        attack.dmg   = dmg;
        attack.range = range;
        attack.speed = dmg + 2;
        attack.Attack();
    }
Exemple #5
0
    // Update is called once per frame
    void Update()
    {
        Update2();
        //float distanceBetween2 =attack.FindClosestTarget();
        //GameObject enemy=  attack.GetClosestTarget();
        //float distanceBetween =    transform.position.x - enemy.transform.position.x;
        //attack.speed = distanceBetween2/2;

        range        = Mathf.Pow(transform.position.y, rngProp) + 3;
        dmg          = Mathf.Abs((int)(transform.position.y * dmgProp + 5));
        attack.dmg   = dmg;
        attack.range = range;
        attack.speed = dmg + 2;
        attack.Attack();//if ground
    }