void Start() { // Same script is used for all three bullets // But different bullets use different names // So the damage value varies based on the name // Different guns also have different spreads if (gameObject.name == "rifleProjectile") { dmgValue = 20; gameObject.GetComponent <ConstantForce>().relativeForce = new Vector3(20, (Random.Range(-10f, 10f)), 0); } else if (gameObject.name == "pistolProjectile") { dmgValue = 25; gameObject.GetComponent <ConstantForce>().relativeForce = new Vector3(20, (Random.Range(-5f, 5f)), 0); } else if (gameObject.name == "turretProjectile") { dmgValue = 5; gameObject.GetComponent <ConstantForce>().relativeForce = new Vector3(20, (Random.Range(-15f, 15f)), 0); } else { dmgValue = 20; } playerScript = GameObject.Find("playerCollider").GetComponent <player_Script>(); }
private void Start() { isAttacking = false; runSpeed = runSpeed * 1.75f; enemyNavMeshAgent = this.GetComponent <NavMeshAgent>(); player = GameObject.FindGameObjectWithTag("Player"); ebc = GetComponentInChildren <enemyBodyCollider>(); maxEnemyHealth = ebc.maxEnemyHealth; ps = GameObject.FindGameObjectWithTag("Player").GetComponent <player_Script>(); if (td == null) { td = GetComponentInChildren <triggerDetection>(); } enemyHealth = maxEnemyHealth; noticingSomething = false; detectionLeftRight = false; here = true; turnTimer = maxTurnTimer; leftTurn = true; /*if(enemyDetectionObject = null) * { * enemyDetectionObject = GameObject.FindGameObjectWithTag("Enemy_Detection"); * } * if (ed == null) * { * ed = GetComponentInChildren<enemy_detection>(); * }*/ speed = Random.Range(minSpeed, maxSpeed); randomLoiterTime = Random.Range(minLoiterTime, maxLoiterTime); //fullLoiterTime = randomLoiterTime; agent = GetComponent <NavMeshAgent>(); positions2Move2 = GameObject.FindGameObjectsWithTag("TargetDestination"); dnc = GameObject.FindGameObjectWithTag("SunMoonController").GetComponent <dayNightCycle_Script>(); //NavMeshHit hit; //NavMesh.SamplePosition(transform.position, out hit, 1.0f, NavMesh.AllAreas); enemyNavMeshAgent.speed = speed; lookAtTarget = player; }