// Use this for initialization void Start() { enemyPawn = (AIPawn)pawn; playerPawn = (PlayerPawn)GetComponent <PlayerController>().pawn; aiTransform = enemyPawn.GetComponent <Transform>(); target = playerPawn.GetComponent <Transform>(); }
protected virtual void PickupArrow(PlayerPawn player) { player.GetComponent <PlayerShooting>().AddArrows(1); GetComponent <BoxCollider2D>().enabled = false; GetComponent <SpriteRenderer>().enabled = false; GetComponentInChildren <LightScript>().FadeAway(fadeTime); Destroy(gameObject, fadeTime); }
public virtual void Shoot(float speed, PlayerPawn owner) { this.owner = owner; Physics2D.IgnoreCollision(owner.GetComponent <Collider2D>(), GetComponent <Collider2D>()); GetComponent <Collider2D>().enabled = true; Vector2 direction = transform.rotation * Vector2.right; rb.AddForce(direction * speed); }
protected virtual void StopArrow() { rb.velocity = Vector2.zero; if (owner) { Physics2D.IgnoreCollision(owner.GetComponent <Collider2D>(), GetComponent <Collider2D>(), false); } owner = null; arrowStoped = true; }
public override void UsePickup(PlayerPawn player) { player.GetComponent <PlayerShooting>().AddArrows(arrowsToAdd); }
public override void UsePickup(PlayerPawn player) { player.GetComponent <PlayerShooting>().arrowSpeed *= factorToIncreaseBowStrength; }