void DoneReviving() { state = FriendState.TakingCover; reviveTarget.State = FriendState.TakingCover; reviveTarget.downed = false; reviveTarget = null; }
public void Revive(FriendlyBehaviour member) { controller.goal = member.transform; reviveTarget = member; state = FriendState.Reviving; startedReviving = false; }
private void OnTriggerEnter(Collider other) { EnemyBehaviour enemy = other.GetComponent <EnemyBehaviour>(); if (other.GetComponent <EnemyBehaviour>().objectiveReached == true) { GameManager.singleton.AddEnemyPoints(1); } FriendlyBehaviour friend = other.GetComponent <FriendlyBehaviour>(); if (other.gameObject.tag == "FriendlyWorker") { GameManager.singleton.SubEnemyPoints(1); } }
//void makeArrayWithSingletonStats() //{ // //} private void OnTriggerEnter(Collider other) { FriendlyBehaviour friend = other.GetComponent <FriendlyBehaviour>(); if (friend != null && friend.objectiveReached == true) { GameManager.singleton.AddPlayerPoints(1); } EnemyBehaviour enemy = other.GetComponent <EnemyBehaviour>(); if (enemy != null && enemy.targetReached == true) { GameManager.singleton.SubPlayerPoints(1); } }