private void Start() { Singleton = this; isShot = false; shoting = true; }
void OnTriggerEnter2D(Collider2D hit) { FollowEnemy enemy = hit.GetComponent <FollowEnemy>(); //access the Following enemy's script if (enemy != null) // if the bullet is not NULL/if the bullet hit something { enemy.TakeDamage(damage); // then take health from the enemy } Destroy(gameObject); //then destroy the bullet ; }
// Use this for initialization void Start() { //Os gameobjects a seguir sao inicializados para conseguir componentes de outros scripts utilizando //as variaveis ja declaradas. GameObject f = GameObject.Find ("bigcrush 1(Clone)/idle"); fe = f.GetComponent<FollowEnemy> (); GameObject h = GameObject.Find ("Sihir"); HPSihir = h.GetComponent<Hpsih> (); trs = GameObject.Find ("Sihir"); Attack = h.GetComponent <SihirSounds> (); }
void Shoot() { RaycastHit2D HitInfo = Physics2D.Raycast(FirePoint.position, FirePoint.right); //Instantiate(BulletPrefab, FirePoint.position, FirePoint.rotation); if (HitInfo) { FollowEnemy enemy = HitInfo.transform.GetComponent <FollowEnemy>(); //access the Following enemy's script if (enemy != null) // if the bullet is not NULL/if the bullet hit something { enemy.TakeDamage(damage); // then take health from the enemy } } }
// Use this for initialization void Start() { //Os gameobjects a seguir sao inicializados para conseguir componentes de outros scripts utilizando //as variaveis ja declaradas. GameObject f = GameObject.Find("bigcrush 1(Clone)/idle"); fe = f.GetComponent <FollowEnemy> (); GameObject h = GameObject.Find("Sihir"); HPSihir = h.GetComponent <Hpsih> (); trs = GameObject.Find("Sihir"); Attack = h.GetComponent <SihirSounds> (); }
// Update is called once per frame void FixedUpdate() { if (target == null) { target = gameObject.GetComponent <FollowEnemy>().target; } if (target != null && Time.time - lastLaunchTime > timeBetweenLaunches && (target.transform.position - transform.position).magnitude < minLaunchDistance) { lastLaunchTime = Time.time; GameObject missile = GameObject.Instantiate(missilePrefab, transform.position, Quaternion.identity); FollowEnemy missileEntity = missile.GetComponent <FollowEnemy>(); missileEntity.moveVector = gameObject.GetComponent <Entity>().moveVector; missileEntity.speed = missileEntity.maxSpeed; missileEntity.target = target; missileEntity.AvoidCollisions(gameObject.GetComponent <Entity>(), 2); } }