// Use this for initialization void Start() { enemy_behaviour = GetComponentInParent <Enemy_Behaviour>(); animator = GetComponent <Animator>(); //animator.Play("IdleFront"); //prev_state = Enemy_state.E_IDLE; }
public void Cycle() { if (enemy_contained != null) { enemy = enemy_contained.GetComponent <Enemy_Behaviour>(); enemy.Cycle(); } }
public void ChallengePlayer(Enemy_Behaviour enemy) { int inc_damage = enemy.damage; int given_damage = (int)playerstats.Firepower / 5; player.GetComponent <PlayerBehav>().RecieveDamage(-(inc_damage - (int)playerstats.Endurance / 5)); enemy.RecieveDamage(given_damage); }
override public void OnStateEnter(Animator animator, AnimatorStateInfo stateInfo, int layerIndex) { flightHeight = Camera.main.ViewportToWorldPoint(new Vector3(0, 1, 0)).y - 4f; //highest possible height playerPos = GameObject.FindGameObjectWithTag("Player").transform; rb = animator.GetComponent <Rigidbody2D>(); eb = animator.GetComponent <Enemy_Behaviour>(); //nextTiredTime = Time.time + getTiredAfter; nextShootTime = Time.time + (1f / shootRate); rb.gravityScale = 0f; }
public void removeHimselfFromTarget() { gameObject.SetActive(false); //disabilita questo gameobject foreach (GameObject robot in robots) //per ogni robot nell'area (quindi quelli nella lista)... { Enemy_Behaviour enemyScript = robot.GetComponent <Enemy_Behaviour>(); GameObject enemyTarget = enemyScript.shootingTarget; if (this.gameObject == enemyTarget) { Debug.Log("rimosso dal target nemico"); enemyTarget = null; enemyScript.SetDestination(); } } robots.Clear(); //rimuovi dalla lista tutti i robot salvati }
private void Awake() { enemyParent = GetComponentInParent <Enemy_Behaviour>(); anim = GetComponentInParent <Animator>(); }
override public void OnStateEnter(Animator animator, AnimatorStateInfo stateInfo, int layerIndex) { playerPos = GameObject.FindGameObjectWithTag("Player").transform; eb = animator.GetComponent <Enemy_Behaviour>(); nextShootTime = Time.time + (1f / shootRate); }
public void Attack(Enemy_Behaviour enemy) { int given_damage = (int)playerstats.Firepower / 5; enemy.RecieveDamage(given_damage); }