void Shoot() { sound.Play(); particle.Play(); RaycastHit hit; if (Physics.Raycast(player.position, player.forward, out hit, range)) { Debug.Log(hit.transform.name); Enemy_Controller target = hit.transform.GetComponent <Enemy_Controller>(); Minotaur_Controller targetMinotaur = hit.transform.GetComponent <Minotaur_Controller>(); Boss_Controller targetBoss = hit.transform.GetComponent <Boss_Controller>(); if (target != null) { target.TakeDamage(damage); } if (targetMinotaur != null) { targetMinotaur.TakeDamage(damage); } if (targetBoss != null) { targetBoss.TakeDamage(damage); } } }
// Update is called once per frame void Update() { Boss_Controller boss = gameObject.GetComponent <Boss_Controller>(); if (boss.health <= 3 && spawnKey) { key.SetActive(true); key.transform.position = boss.transform.position; spawnKey = false; } }
void Update() { Boss_Controller me = gameObject.GetComponent <Boss_Controller>(); health = me.health; if (health <= healthToSpawn && didSpawn) { foreach (var ally in allies) { ally.SetActive(true); } didSpawn = false; } }