Esempio n. 1
0
    public void GetArguments()
    {
        if (enemy != null)
        {
            if (!hasGeted)
            {
                movement = enemy.GetComponentInChildren <EnemyAxisMovement>();
                attack   = enemy.GetComponentInChildren <EnemyAttack>();

                speedMax      = movement.MaxSpeed;
                speedMin      = movement.MinSpeed;
                changeSpeed   = movement.ChangeSpeed;
                changeTimeMax = movement.MaxChangeTime;
                changeTimeMin = movement.MinChangeTime;

                attakColor = attack.AttackColor;

                isKamikaze      = attack.IsKamikaze;
                kamikazeTimeMax = attack.MaxKamikazeTime;
                kamikazeTimeMin = attack.MinKamikazeTime;
                kamikazeSpeed   = attack.KamikazeSpeed;

                fireBullets        = attack.FireBullets;
                shootTimeMax       = attack.MaxShootTime;
                shootTimeMin       = attack.MinShootTime;
                waitingBeforeShoot = attack.WaitingBeforeShoot;
                waitingAfterShoot  = attack.WaitingAfterShoot;

                hasGeted = true;
            }
        }
    }
Esempio n. 2
0
    public void Apply(GameObject g)
    {
        if (edit)
        {
            movement = g.GetComponentInChildren <EnemyAxisMovement>();
            attack   = g.GetComponentInChildren <EnemyAttack>();

            if (movement == null || attack == null)
            {
                return;
            }

            movement.MaxSpeed      = speedMax;
            movement.MinSpeed      = speedMin;
            movement.ChangeSpeed   = changeSpeed;
            movement.MaxChangeTime = changeTimeMax;
            movement.MinChangeTime = changeTimeMin;

            attack.AttackColor = attakColor;

            attack.EnemyType = GetEnemyType();

            attack.IsKamikaze      = isKamikaze;
            attack.MaxKamikazeTime = kamikazeTimeMax;
            attack.MinKamikazeTime = kamikazeTimeMin;
            attack.KamikazeSpeed   = kamikazeSpeed;

            attack.FireBullets        = fireBullets;
            attack.MaxShootTime       = shootTimeMax;
            attack.MinShootTime       = shootTimeMin;
            attack.WaitingBeforeShoot = waitingBeforeShoot;
            attack.WaitingAfterShoot  = waitingAfterShoot;
            attack.ValuePoints        = pointsForKilling;

            if (isKamikaze)
            {
                Vector3 pos = attack.gameObject.transform.position;
                attack.gameObject.transform.position = new Vector3(pos.x, pos.y, 18f);
            }
        }
    }