private void Attack() { Collider2D[] hits = Physics2D.OverlapCircleAll(attackPoint.position, weapon.AttackRange, layer); foreach (Collider2D h in hits) { NPCBehaviourController behaviourController = h.GetComponent <NPCBehaviourController>(); if (behaviourController && behaviourController.Attackable) // If the NPC is flagged for combat. { Debug.Log($"HIT: {h.name}"); behaviourController.Combat = true; } } }
public override void OnStateEnter(Animator animator, AnimatorStateInfo stateInfo, int layerIndex) { behaviour = animator.GetComponent <NPCBehaviourController>(); npc = animator.gameObject; }