Esempio n. 1
0
 void Update()
 {
     //aims towards player.
     if (this.playerShip != null)
     {
         this.RepairShip();
         Vector3 targetPos = Camera.main.WorldToScreenPoint(playerShip.transform.position);
         Vector3 selfPos   = Camera.main.WorldToScreenPoint(this.transform.position);
         selfPos.x = selfPos.x - targetPos.x;
         selfPos.y = selfPos.y - targetPos.y;
         float angle = Mathf.Atan2(selfPos.y, selfPos.x) * Mathf.Rad2Deg;
         this.transform.rotation = Quaternion.Euler(new Vector3(0, 0, angle - 270));
         // Moves towards player.
         this.transform.Translate(0, 0.01f * enemyShipSpeed, 0, Space.Self);
         bool outer = targetRadar.RadarPing();
         bool inner = radar.RadarPing();
         // Spawns units.
         fanaticSpawner.Spawn();
         carrierSubSpawner.Spawn();
         // If player is either too far or too close fires weapons towards player.
         if (outer == false)
         {
             doomLaser.Shoot();
         }
         if (inner == true)
         {
             laser1.Shoot();
             laser2.Shoot();
         }
     }
 }
Esempio n. 2
0
 void Update()
 {
     if (this.playerShip != null)
     {
         this.RepairShip();
         //aims towards player.
         Vector3 targetPos = Camera.main.WorldToScreenPoint(playerShip.transform.position);
         Vector3 selfPos   = Camera.main.WorldToScreenPoint(this.transform.position);
         selfPos.x = selfPos.x - targetPos.x;
         selfPos.y = selfPos.y - targetPos.y;
         float angle = Mathf.Atan2(selfPos.y, selfPos.x) * Mathf.Rad2Deg;
         //Moves towards player
         this.transform.rotation = Quaternion.Euler(new Vector3(0, 0, angle - 270));
         this.transform.Translate(0, 0.01f * enemyShipSpeed, 0, Space.Self);
         // When player is in TargetRadars range fires weapons.
         bool targetInSight = targetRadar.RadarPing();
         if (targetInSight == true)
         {
             laser1.Shoot();
             doomLaser.Shoot();
             laser2.Shoot();
             missileLauncher1.rocket();
             missileLauncher2.rocket();
         }
     }
 }