// Use this for initialization public override void Start() { base.Start(); Instance = this; // playerCanvas = Instantiate(playerCanvasPrefab); // healthBar = playerCanvas.Find("HealthBar").GetComponent<Image>(); }
protected override void Collect(GameObject collectingObject) { PlayerDamageable player = collectingObject.GetComponent <PlayerDamageable>(); player.Heal(healAmount); base.Collect(collectingObject); }
private void Awake() { cameraShake = GameObject.Find("CameraShake").GetComponent <CameraShake>(); groundedChecker = GetComponent <IGroundedChecking>(); rb = GetComponent <Rigidbody2D>(); playerDamageable = GetComponent <PlayerDamageable>(); wallCollisionChecker = GetComponent <IWallCollisionChecker>(); }
public void CalculateDistanceToAttacker() { PlayerDamageable pdmg = GetComponent <PlayerDamageable>(); Vector3 attackerPos = pdmg.GetAttackerPos(); distanceToEnemy = transform.position - attackerPos; distanceToEnemy.Normalize(); }
public void OnCollisionEnter(Collision collision) { if (collision.gameObject.CompareTag("Player")) { target = collision.gameObject.GetComponent <PlayerDamageable>(); isAttacking = true; enemyAgent.isStopped = true; GetComponent <Rigidbody>().velocity = Vector3.zero; } }
private void OnDisable() { if (enemyAgent != null) { enemyAgent.isStopped = false; enemyAgent.enabled = false; isAttacking = false; target = null; } }
void Awake() { anim = GetComponent <Animator> (); rb = GetComponent <Rigidbody2D> (); colliders = transform.Find("Colliders").gameObject; playerWeapons = GetComponent <PlayerWeapons> (); movementController = GetComponent <IMovement> (); jumpingController = GetComponent <IJumpingController> (); dashingController = GetComponent <IDashing> (); playerDamageable = GetComponent <PlayerDamageable> (); directionManager = GetComponent <IDirectionManager> (); wallClimbing = GetComponent <WallClimbing>(); }
public BaseEntity_State_Patrol(BaseEntity _entity) { entity = _entity; player = GameObject.FindObjectOfType <PlayerDamageable>(); polyNav = this.entity.agent.map; }
public void Attack(PlayerDamageable _target, int _enemyDamage) { _target.SetDamage(_enemyDamage); _target.SetAttackerPos(transform.position); }
void Start() { m_Animator = GetComponent <Animator>(); m_SpriteRenderer = GetComponentInChildren <SpriteRenderer>(); m_PlayerDamageable = GetComponent <PlayerDamageable>(); }