public void Awake()
 {
     navMeshAgent = GetComponent <NavMeshAgent>();
     player       = GameObject.FindGameObjectWithTag("Player");
     healtPlayer  = player.GetComponent <PlayerManager>();
     animator     = gameObject.GetComponent <Animator>();
     health       = GetComponent <EnemyHeal>();
 }
Exemple #2
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 void OnTriggerStay2D(Collider2D other)
 {
     if (other.gameObject.tag == "Shootable")
     {
         myPc.removeForce();
         Instantiate(bulletExplosion, transform.position, transform.rotation);
         Destroy(gameObject);
         if (other.gameObject.layer == LayerMask.NameToLayer("enemy"))
         {
             EnemyHeal hurtEnemy = other.gameObject.GetComponent <EnemyHeal>();
             hurtEnemy.addDamge(weaponDamge);
         }
     }
 }
Exemple #3
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    private void OnCollisionEnter(Collision other)
    {
        Instantiate(shellParticles, transform.position, Quaternion.identity);
        SoundManager.instance.ShellExplosion();

        EnemyHeal enemyHealth = other.gameObject.GetComponent <EnemyHeal>();

        if (enemyHealth != null)
        {
            enemyHealth.Takehit(2);
        }


        Destroy(gameObject);
        Debug.Log("shell destroyed");
    }
Exemple #4
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    // Start is called before the first frame update
    void Start()
    {
        rigibody         = GetComponent <Rigidbody>();
        player           = GameObject.FindWithTag("Player");
        health           = GetComponent <EnemyHeal>();
        timeToShoot      = UnityEngine.Random.Range(1.0f, maxTimeShoot);
        timeWasteToShoot = timeToShoot;
        healtBar.SetActive(false);

        if (SingeltonData.instance.difficult == 0)
        {
            speedShoot = 10;
        }
        else if (SingeltonData.instance.difficult == 1)
        {
            speedShoot = 20;
        }
        else if (SingeltonData.instance.difficult == 2)
        {
            speedShoot = 50;
        }
    }