// Use this for initialization void Start() { GFXTransform = GFX.GetComponent <Transform>(); //playerRigidbody = GetComponent<Rigidbody>(); playerData = GetComponent <PlayerData>(); playerUI = GetComponent <PlayerUI>(); charController = GetComponent <CharacterController>(); bulletToPoint = GetComponentInChildren <BulletToPoint>(); bulletSphere = GetComponentInChildren <BulletSphere>(); animator = GetComponentInChildren <Animator>(); _health = maxHealth; meleeCollider.SetActive(false); Cursor.lockState = CursorLockMode.Locked; //print(GameManager.currentCheckpoint); if (GameManager.currentCheckpoint != null) { transform.position = GameObject.Find(GameManager.currentCheckpoint).transform.position; } }
// Update is called once per frame void Update() { if (!isNotRaycasting) { Debug.DrawRay( transform.position + new Vector3(0, 1, 0), ((player.transform.position + new Vector3(0, 1f, 0)) - transform.position).normalized); RaycastHit hit; Physics.Raycast( transform.position + new Vector3(0, 1, 0), ((player.transform.position + new Vector3(0, 1f, 0)) - transform.position).normalized, out hit, playerDetectionDistance, playerMask ); if (hit.transform == null) { healthBarObject.SetActive(false); detectedPlayer = false; if (detectedPlayer && isBox) { if (boxOpenTrigger._isOpen) { boxOpenTrigger.Trigger(); } } return; } if (!(hit.transform.tag == "Player")) { healthBarObject.SetActive(false); detectedPlayer = false; if (detectedPlayer && isBox) { if (boxOpenTrigger._isOpen) { boxOpenTrigger.Trigger(); } } return; } } detectedPlayer = true; if (detectedPlayer && isBox) { if (!boxOpenTrigger._isOpen) { boxOpenTrigger.Trigger(); } } foreach (var element in bulletEmitters) { if (element is BulletToPoint && isTargetingPlayer == true) { BulletToPoint bulletToPoint = element as BulletToPoint; bulletToPoint.ShootPosition = player.transform.position + new Vector3(0, 1, 0); } element.Shoot(); } //Vector3 newPos = transform.position; //newPos.y += Mathf.Sin(Time.timeSinceLevelLoad)/80; //transform.position = newPos; //Vector3 newRot = transform.eulerAngles; //newRot.y += 1 * Time.deltaTime; //transform.eulerAngles = newRot; healthBarObject.SetActive(true); healthBarTransform.anchoredPosition = RectTransformUtility.WorldToScreenPoint( playerCamera, transform.position + new Vector3(0, 2, 0) ); }