// Start is called before the first frame update void Start() { WeaponH = gameObject.transform.GetChild(0).gameObject; spriteR = gameObject.GetComponent <SpriteRenderer>(); timeStartHit = -20.0f; moveScript = gameObject.GetComponent <NewPlayerMovement>(); meleeScript = gameObject.GetComponent <playermelee>(); rb = gameObject.GetComponent <Rigidbody2D>(); isBackBullet = false; int default_ = PlayerPrefs.GetInt("use_default"); if (default_ != 1) { health = PlayerPrefs.GetInt("hp"); } else { health = maxHealth; } //vida maxima na Barra de Vida healthBar.SetMaxHealth(maxHealth); healthBar.SetHealth(health); }
void checkIfHitByPlayer(Collider2D other) { if (other.gameObject.CompareTag("Player")) { // se atacarmos um inimigo precisamos joga-lo para trás // vamos criar um vetor na direcao do inimigo playermelee playerMeleeScript = other.gameObject.GetComponent <playermelee>(); if (playerMeleeScript.isAttackingMelee && !isHit) { Rigidbody2D rbEnemy = gameObject.GetComponent <Rigidbody2D>(); Transform playerTransform = other.gameObject.GetComponent <Transform>(); EnemyShotAI enemyScriptAI = gameObject.GetComponent <EnemyShotAI>(); simple_enemy enemyScript = gameObject.GetComponent <simple_enemy>(); pushDirection = (((Vector2)transform.position - (Vector2)playerTransform.position)).normalized; enemyScript.health -= 2; TimeStartHit = Time.time; isHit = true; } } }
void Awake() { playerMScript = GameObject.Find("player").GetComponent <playermelee>(); playerGHScript = GameObject.Find("player").GetComponent <PlayerGotHit>(); }