public werewolfAi createWerewolf(Vector3 position, Quaternion rot) { GameObject gobj = (GameObject)Instantiate(Werewolf, position, rot); werewolfAi wAI = gobj.GetComponentInChildren <werewolfAi>(); return(wAI); }
private bool IsInfectedHuman() { if (!IsInfected) { return(false); } // set our own timer if (!infectionDelaySet) { infectionDelay = 5.0f; infectionDelaySet = true; return(false); } // subtract time... if not there yet, just get out // turn off flag so not recursive every cycle infectionDelay -= Time.deltaTime; if (infectionDelay > 0) { return(false); } // clear infection flag for false cycle until human actually destroyed... IsInfected = false; // Yup, infection time was reached, create a new werewolf and kill self. werewolfAi wAI = globalEvents.characterCreator.createWerewolf(gameObject.transform.position, gameObject.transform.rotation); if (wAI != null) { wAI.InfectedHumanWerewolf = true; } // set flag and self-destroy after the werewolf is created... isDestroying = true; // Destroy the game object of the human now that werewolf is created above Destroy(this.gameObject); return(true); }