void ResetEnemy(GameObject enemy)
    {
        TrooperBehaviour trooper       = enemy.GetComponent <TrooperBehaviour>();
        BoxCollider      enemyCollider = enemy.GetComponent <BoxCollider>();
        NavMeshAgent     enemyNavMesh  = enemy.GetComponent <NavMeshAgent>();


        enemy.SetActive(true);                                                                // Set trooper as active so the scripts can be adjusted
        enemyNavMesh.enabled = false;                                                         // Disable their NavMesh so they can be teleported through walls
        enemy.transform.SetPositionAndRotation(transform.position, enemy.transform.rotation); // Set their position to the object the script is attached to
        trooper.currentHealth = trooper.reviveHealthGain;                                     // Reset their health
        trooper.xIsDeadX      = false;
        trooper.xIsDownedX    = false;
        trooper.currentState  = TrooperBehaviour.trooperState.doorSpawn; // Change their AI state
        enemyCollider.enabled = true;
        enemyNavMesh.enabled  = true;
    }
Esempio n. 2
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    // When the enemy hits the player, the player takes damage
    void OnCollisionEnter(Collision other)
    {
        Debug.Log("Collision");
        Vector3 playerHitDirection = other.transform.forward /*other.transform.position - transform.position*/;

        playerHitDirection = playerHitDirection.normalized;

        if (other.gameObject.tag == "EnemySword")
        {
            TrooperBehaviour enemy = other.gameObject.GetComponentInParent <TrooperBehaviour>();
            if (enemy.xIsDownedX == false)
            {
                playerWasDamaged = true;
                KnockBack(playerHitDirection);
                currentHealth -= enemy.enemyAttackStrength;
            }
        }
    }