private void EnableEnemy(GameObject enemy) { EnemyTrigger eT = enemy.GetComponentInChildren <EnemyTrigger>(); eT.active = true; Collider2D[] enemyColliders = enemy.GetComponentsInChildren <Collider2D>(); for (int i = 0; i < enemyColliders.Length; i++) { enemyColliders[i].enabled = true; } NeedleAI n = enemy.GetComponent <NeedleAI>(); WaspAI w = enemy.GetComponent <WaspAI>(); BatAI b = enemy.GetComponent <BatAI>(); MoleAI m = enemy.GetComponent <MoleAI>(); SlugAI s = enemy.GetComponent <SlugAI>(); if (n != null) { n.enabled = true; } else if (w != null) { w.enabled = true; } else if (b != null) { b.enabled = true; } else if (m != null) { m.enabled = true; } else if (s != null) { s.enabled = true; } else { Debug.LogWarning(enemy + " is no enemy"); } }
public override void Awake() { base.Awake(); _setting = new WaspSet(); setting = (WaspSet)_setting; setting.highHeight = transform.position.y; body.gravityScale = 0; facingRight = false; behavior = "high"; ai = new WaspAI(this); anim = GetComponent<Animator>(); setHPBar(setting.hpBarOffset, setting.hp); addSkill("high", inHigh); addSkill("low", inLow); addSkill("attack", attack); }