public void SetMovementPath(EnemyDecisionPoint[] _movementPhases) { EnemyMovementPhases _movementPhasesComponent = GetComponent <EnemyMovementPhases>(); Debug.Assert(_movementPhasesComponent, "The enemy is missing EnemyMovementPhases Component"); if (_movementPhasesComponent == null) { return; } _movementPhasesComponent.SetMovementPoints(_movementPhases); }
public void TakeDamage(int damage) { _onHitEffect.gameObject.SetActive(true); _onHitEffect.Play(); _health -= damage; if (Health <= 0) { // object will be destroyed after anim _animator.SetTrigger("isDead"); EnemyMovementPhases movementPhasesComponent = GetComponent <EnemyMovementPhases>(); Debug.Assert(movementPhasesComponent, "The enemy is missing EnemyMovementPhases Component"); if (movementPhasesComponent != null) { movementPhasesComponent.SetIsDead(); } } }