// Update is called once per frame
    void Update()
    {
		if (lockedOn)
        {
			if (!ourAutoLock && assignedPlayer)
			{
				ourAutoLock = assignedPlayer.GetComponent<AutoLockOn>();
			}
			if (ourAutoLock.AlreadyTargeted(enemySighted))
            {
                if (useOurTargeting) { sightImage.color = Color.red; }
            }
            else {

                //this cannot be handled by an animator, because it cannot seem to handle the rotation

                timeSoFar += Time.deltaTime;
                targetingSight.transform.rotation = Quaternion.Euler(0, 0, (1080 * (timeSoFar / neededTime)));
                Color newColor = sightImage.color;
                newColor.a = (timeSoFar / neededTime);
                if (useOurTargeting) { sightImage.color = newColor; }
                
                if (timeSoFar >= neededTime)
                {
                    if (useOurTargeting) { sightImage.color = Color.red; }
                    ourAutoLock.NewTarget(enemySighted.gameObject);
                }
            }
        }
    }
Esempio n. 2
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 void OnTriggerEnter(Collider obj)
 {
     if (obj.gameObject.tag.Length > 4)
     {
         if (obj.gameObject.tag.Substring(0, 5) == "Enemy")
         {
             if (giveHitAlert)
             {
                 animator.SetTrigger("Hit");
             }
             if ((!myAutoLock.AlreadyTargeted(obj.gameObject)) && sendTargetData)
             {
                 myAutoLock.NewTarget(obj.gameObject);
             }
             Destroy(gameObject);
         }
     }
 }
 void OnTriggerEnter(Collider obj)
 {
     if (obj.gameObject.tag.Length > 4)
     {
         if (obj.gameObject.tag.Substring(0, 5) == "Enemy")
         {
             newestEnemy = obj.gameObject;
             Invoke("SendData", .125f);
             if ((!ourAutoLock.AlreadyTargeted(newestEnemy)) && giveUsWarning)
             {
                 foreach (Animator animator in signAnimators)
                 {
                     animator.SetTrigger("IsNear");
                 }
             }
         }
     }
 }