private void SetEnemyValues(int enemy, ref GameObject enemyInstance) { DefineSpawnPos(ref enemyInstance); //Valores de script Enemy eScript = enemyInstance.GetComponent <Enemy>(); EnemyScriptable eScriptable = enemiesKind[enemy]; eScript.dmg_dealt = eScriptable.dmg_dealt; eScript.score_given = eScriptable.score_given; eScript.hp = eScriptable.hp; eScript.speed = eScriptable.speed; eScript.attack_range = eScriptable.attack_range; enemyInstance.name = eScriptable.name; eScript.spawnerReference = this; //Valor del tag para las colisiones mas sencillas con el hacha enemyInstance.tag = "enemy"; //Valores de componente SpriteRenderer enemyInstance.GetComponent <SpriteRenderer>().sprite = eScriptable.sprite; //Valores de componente animatorOverrideController enemyInstance.GetComponent <Animator>().runtimeAnimatorController = eScriptable.anim; //Ajustar collider a la imagen //enemyInstance.GetComponent<BoxCollider>().bounds. }
public void GetEnemyTankType() { int rand = Random.Range(0, enemyList.Length); enemyType = enemyList[rand]; Debug.Log("enemy Type" + enemyType.enemyType); }
public void SetEnemyScriptable(ScriptableObject scriptable) { enemyScriptable = scriptable as EnemyScriptable; armor = RandomArmor(); reward = enemyScriptable.ArmorToReward[armor - 1]; RandomState(); MakeUntouchable(); }
public void InitializeValues(EnemyScriptable enemyType) { bulletType = enemyType.bulletType; health = enemyType.health; healthSlider.maxValue = health; turnSpeed = enemyType.turnSpeed; movementSpeed = enemyType.movementSpeed; fireRate = enemyType.fireRate; patrollingRadius = enemyType.patrollingRadius; patrolTime = enemyType.patrolTime; attackDistance = enemyType.attackDistance; SetScale(enemyType.ScaleMultiplier); for (int i = 0; i < tankParts.Length; i++) { tankParts[i].material = enemyType.material; } }