void Awake() { SelectTarget(); intTimer = timer; // Store the initial value of timer anim = GetComponent <Animator>(); _birdGirth = playerBird.GetComponent <BirdGirth>(); }
void Attack() { intTimer = timer; // Reset Timer when Player enter Attack Range attackMode = true; // To check if Enemy can still attack or not anim.SetBool("canWalk", false); anim.SetBool("canAttack", true); // Calculate Angle Between the collision point and the player var collider = triggerArea.GetComponent <Collider2D>(); Vector3 closestPoint = collider.ClosestPoint(playerBird.position); Vector3 dir = (playerBird.position - transform.position).normalized; _birdGirth = playerBird.GetComponent <BirdGirth>(); // Only do Attack stuff if the bird is small and WEAK. if (_birdGirth.currentHealth < _consumable.RequiredGirthToConsume) { // Add force in direction of dir and multiply by force // Push back that boiiiii playerBird.GetComponent <Rigidbody2D>().AddForce(dir * force); // AFFECT PLAYER GIRTH playerBird.GetComponent <BirdGirth>().TakeDamage(5); } }