public void KillEnemy(Enemy_Reg_AI enemy) { Destroy(enemy.gameObject); incrementScore(100); moveOn = true; //enemiesRemaining--; }
public int skillCooldown = 30; // may not need this... based on interface #endregion Fields #region Methods public void doSS() { // Try and get the enemy component. If it is killed and player // tries to use the ability, handle the null exception. // Do so by printing a message in the console saying that the // "Attack Missed". If an enemy is present, get the enemy component. try { enemyObj = GameObject.FindGameObjectWithTag("Enemy"); enemy = enemyObj.GetComponent<Enemy_Reg_AI>(); } catch (NullReferenceException) { Debug.Log("Attack Missed! There are no enemies around."); } /** Two colliders, first is the basic attack collider, the other is the swinging strike collider. Swinging strike collider is 2.5 times bigger than the basic attack collider. When swinging strike is activated, the swinging strike collider is activated, deactivated when "animation" is done (takes about half a second). **/ //bcolliderObj1 = GameObject.FindGameObjectWithTag("PlayerDamage"); //boxCollider1 = bcolliderObj1.GetComponent<BoxCollider>(); ccolliderObj = GameObject.FindGameObjectWithTag("PlayerDamage"); bCollider = ccolliderObj.GetComponent<BoxCollider2D>(); bCollider.size = new Vector2(2, 2); //circleCollider.size = new Vector3(3, 3, 1); StartCoroutine(ColliderResetCooldown()); //reset to originial size Debug.Log(enemy.ToString()); Debug.Log(bCollider.ToString()); }
// Use this for initialization void Start() { //myLocation = this.transform.position; enemyObject = GameObject.FindGameObjectWithTag ("Enemy"); enemy = enemyObject.GetComponent<Enemy_Reg_AI>(); playerBarObject = GameObject.FindGameObjectWithTag ("PlayerHealthBar"); //playerHealthBar = playerBarObject.GetComponent<Player_Health> (); testHits = true; neg1 = (-1f); }