IEnumerable pewpew(Vector2 direction) { // Debug.Log("ooga"); RaycastHit2D fire = Physics2D.Raycast(shootingPoint.position, direction, 6f, shoot); if (fire) { EnemyFly enemy = fire.transform.GetComponent <EnemyFly>(); enemy.loseHP(); lineRenderer.SetPosition(0, shootingPoint.position); lineRenderer.SetPosition(1, fire.point); } else { lineRenderer.SetPosition(0, shootingPoint.position); lineRenderer.SetPosition(1, shootingPoint.position + shootingPoint.up * 200); } lineRenderer.enabled = true; // wait one frame yield return(new WaitForSeconds(coolDownPeriodInSeconds)); lineRenderer.enabled = false; }
protected virtual void Awake() { body2d = GetComponent <Rigidbody2D>(); collisionState = GetComponent <CollisionState>(); enemyDeath = GetComponent <EnemyDeath>(); enemyFly = GetComponent <EnemyFly>(); moveForward = GetComponent <MoveForward>(); enemyReady = GetComponent <EnemyReady>(); playerInRange = false; player = GameObject.Find("Player"); }
void OnCollisionEnter2D(Collision2D collision) { if (!isInvincible) { EnemyPatrol _enemyPatrol = collision.collider.GetComponent <EnemyPatrol>(); if (_enemyPatrol != null) { foreach (ContactPoint2D point in collision.contacts) { if (point.normal.y >= 0.9f) { //Vector2 velocity = playerBody.velocity; //velocity = jumpVelocity*Vector2.up; //playerBody.velocity = velocity; _enemyPatrol.KillEnemy(); } else { DamagePlayer(_enemyPatrol.enemyStats.damage); StartCoroutine("BeInvincible"); } } } EnemyFly _enemyFly = collision.collider.GetComponent <EnemyFly>(); if (_enemyFly != null) { foreach (ContactPoint2D point in collision.contacts) { if (point.normal.y >= 0.9f) { //Vector2 velocity = playerBody.velocity; //velocity = jumpVelocity*Vector2.up; //playerBody.velocity = velocity; _enemyFly.KillEnemy(); } else { DamagePlayer(_enemyFly.enemyStats.damage); StartCoroutine("BeInvincible"); } } } } }
private void OnTriggerEnter2D(Collider2D collision) { if (isPatrol) { EnemyPatrol2 enemy = collision.GetComponent <EnemyPatrol2>(); if (enemy != null) { enemy.BackFlip(); } } else { EnemyFly enemy = collision.GetComponent <EnemyFly>(); if (enemy != null) { enemy.BackFlip(); } } }
void Awake() { for (int i = 0; i < transform.childCount; i++) //conta y agrega a la lista, pero solo si el objeto esta activo. { if (transform.GetChild(i).gameObject.activeSelf) //si el hijo esta activo { gameManager.addOneInEnemyCounter(); //Agregalo al contador de enemigos //y acá se setean los gameManagers y players. EnemyController enemyController = transform.GetChild(i).gameObject.GetComponent <EnemyController>(); enemyController.SetPlayer(player); enemyController.SetGameManager(gameManager); LifeController life = transform.GetChild(i).gameObject.GetComponent <LifeController>(); life.SetGameManager(gameManager); //y dependiendo del tipo de controller que tenga, se le setea la data. EnemyStaticController enemyStatic = transform.GetChild(i).gameObject.GetComponent <EnemyStaticController>(); if (enemyStatic != null) { enemyStatic.SetPlayer(player); enemyStatic.SetGameManager(gameManager); } EnemyFly enemyFly = transform.GetChild(i).gameObject.GetComponent <EnemyFly>(); if (enemyFly != null) { enemyFly.SetPlayer(player); enemyFly.SetGameManager(gameManager); } EnemyPatrol2 enemyPatrol = transform.GetChild(i).gameObject.GetComponent <EnemyPatrol2>(); if (enemyPatrol != null) { enemyPatrol.SetGameManager(gameManager); } } } }
void Start() { audio = GetComponent <AudioSource>(); fly = GetComponent <EnemyFly>(); }