// Use this for initialization void Start() { spawnPoint = transform.position; myRB = GetComponent <Rigidbody2D>(); myAnim = GetComponent <Animator>(); sps = GameObject.FindWithTag("ScorePoints").GetComponent <scorepoints_script>(); beatController = GameObject.FindWithTag("BeatController").GetComponent <audioBeatControl>(); facingRight = true; }
// Update is called once per frame void Update() { if (Physics2D.OverlapCircle(head.position, hitCheckRadius, player) && alive) { alive = false; print("ENEMY KILLED"); audioSource.clip = scream; audioSource.Play(); audioBeatControl beatController = GameObject.FindWithTag("BeatController").GetComponent <audioBeatControl>(); addPoints((int)(beatController.beatValue * 100.0f)); myRB.constraints = RigidbodyConstraints2D.None; foreach (Collider2D c in GetComponents <Collider2D>()) { c.enabled = false; } body.GetComponent <Collider2D>().enabled = false; } saunter(); myAnim.speed = 1.0f; }
void engage(float playerPositionX) { if (playerPositionX > this.transform.position.x && facingLeft) { flipX(); move = -1; facingLeft = false; } else if (playerPositionX > this.transform.position.x && !facingLeft) { move = 1; } else if (playerPositionX < this.transform.position.x && !facingLeft) { flipX(); move = 1; facingLeft = true; } else if (playerPositionX < this.transform.position.x && facingLeft) { move = -1; facingLeft = true; } if (Physics2D.OverlapCircle(head.position, hitCheckRadius, player) && alive) { alive = false; print("ENEMY KILLED"); audioSource.clip = scream; audioSource.Play(); audioBeatControl beatController = GameObject.FindWithTag("BeatController").GetComponent <audioBeatControl>(); addPoints((int)(beatController.beatValue * 100.0f)); myRB.constraints = RigidbodyConstraints2D.None; foreach (Collider2D c in GetComponents <Collider2D>()) { c.enabled = false; } body.GetComponent <Collider2D>().enabled = false; } myRB.velocity = new Vector2(move, myRB.velocity.y); }