private void OnTriggerEnter2D(Collider2D collision) { collisionIsEnemy = collision.GetComponent <EnemyHealth>(); collisionIsPlayer = collision.GetComponent <PlayerControl_MovementController>(); AlertEnemies(); if (collisionIsEnemy != null && collision.GetComponent <RoomManager>() == null) ////Colisión con Enemigo { CollisionWithEnemy(collision); } else if (collisionIsPlayer != null && collisionIsPlayer == GameManager.Instance.ActualPlayerController && collision.GetComponent <RoomManager>() == null) ////Colisión con Player { PlayerHealthController playerHealth = collision.GetComponent <PlayerHealthController>(); if (playerHealth != null) { CollisionWithPlayer(playerHealth); } } else if (collision.GetComponent <RoomManager>() == null) ////Colisión con cualquier cosa que no sea las anteriores { CollisionWithOther(collision); //El método de colision con "Otros" recibe la información de colisión para que los que heredan puedan chequear para, por ejemplo, ver si es un bloqueo. } }
public override void Awake() { base.Awake(); SaveSystem.Init(); ////Se inicia SaveSystem realPlayerGO = GameObject.FindGameObjectWithTag("Player"); ActualPlayerController = realPlayerGO.GetComponent <PlayerControl_MovementController>(); followPlayerObject = FindObjectOfType <FollowPlayer>(); }
void StartSaveVariables() { this_EnemyControl_MovementController = GetComponent <EnemyControl_MovementController>(); this_EnemyShootingScript = GetComponent <ShootingScript>(); this_EnemyActiveAbility = GetComponent <ActiveAbility>(); this_EnemyAI = GetComponent <EnemyAI_Standard>(); this_EnemyNavAgent = GetComponent <NavMeshAgent>(); this_EnemyHealthScript = GetComponent <EnemyHealth>(); player_MovementController = GameManager.Instance.realPlayerGO.GetComponent <PlayerControl_MovementController>(); player_PossessAbility = GameManager.Instance.realPlayerGO.GetComponent <PossessAbility>(); thisEnemyRB = GetComponent <Rigidbody2D>(); }
private void Awake() { playerControl_MovementController = GetComponent <PlayerControl_MovementController>(); }