// Update is called once per frame
    void LateUpdate()
    {
        if (!gotIt)
        {
            Collider2D[] hits = Physics2D.OverlapCircleAll(transform.position, range1);

            foreach (Collider2D h in hits)
            {
                if (h.gameObject == target)
                {
                    gotIt = true;
                    break;
                }
            }
        }


        if (target == null)
        {
            target = GameObject.FindGameObjectWithTag("Player");
        }
        //hadi bash ytba3ni 3adow ila kont kanshof fih
        if (gotIt)
        {
            if (folowNow == true)
            {
                //if (Vector3.Dot (target.transform.position - transform.position, target.transform.localScale.x * Vector3.right)< 0)
                transform.position = Vector3.MoveTowards(transform.position, target.transform.position + distance_between, ratio);
            }
        }
        float distanceX = transform.position.x - target.transform.position.x;
        float distanceY = transform.position.y - target.transform.position.y;

        //hadi bash hta yt9abl m3aya 3ad ytiri3lia
        if (distanceY == 0 && iamIlive == true)
        {
            shoot_now.shotnow();
        }

        Flip(distanceX);
        Debug.Log(distanceY);
    }
Exemple #2
0
 void FixedUpdate()
 {
     if (player_Standing == true)
     {
         isGrounded = Physics2D.OverlapCircle(groundcode.position, groundradius, theground);
         // hadi bash ytba3ni 3adow ila kan masafa li binatna != distance
         if (player_Standing == true && distance != distance_between.x && iam_die == false)
         {
             anim.SetInteger("animstate", 1);
         }
         else if (player_Standing == true && distance == distance_between.x && iam_die == false)
         {
             anim.SetInteger("animstate", 0);
             if (timer > time_toshot)
             {
                 enmy_shot.shotnow();
             }
             timer = 0;
         }
     }
 }