// Update is called once per frame void Update() { if (bhcooldown > 0) { bhcooldown--; } if (lcooldown > 0) { lcooldown--; } if (scooldown > 0) { scooldown--; } if (bhcooldown == 0) { bossattack.Add(0); } if (lcooldown == 0) { bossattack.Add(1); } if (scooldown == 0) { bossattack.Add(2); } if (bossattack.Count > 0) { int decision = Random.Range(0, bossattack.Count); switch (((int)bossattack [decision])) { case 0: //Black Hole blackHole.enabled = true; blackHole.enabled = false; bhcooldown = 420; break; case 1: //Lasers lasers.enabled = true; lcooldown = 120; break; case 2: //Spawn spawner.enabled = true; spawner.enabled = false; scooldown = 300; break; } bossattack.Clear(); } else { move.Move(); } if (lcooldown == 60) { lasers.enabled = false; } }
// Update is called once per frame void Update() { if (acooldown > 0) { acooldown--; } if (dcooldown > 0) { dcooldown--; } if (acooldown == 0) { bossattacks.Add(0); } if (dcooldown == 0) { bossattacks.Add(1); } if (dv.enemyHealth < 200) { bossattacks.Add(2); } if (bossattacks.Count > 0) { int decision = Random.Range(0, bossattacks.Count); switch (((int)bossattacks [decision])) { case 0: //Arena Distort arena.enabled = true; arena.enabled = false; acooldown = 720; break; case 1: //Disrupt Controls disruption.enabled = true; dcooldown = 240; break; case 2: //Heal heal.enabled = true; heal.enabled = false; break; } bossattacks.Clear(); } else { move.Move(); } if (dcooldown == 120) { disruption.enabled = false; } }
// Update is called once per frame void Update() { if (tcooldown > 0) { tcooldown--; } if (bcooldown > 0) { bcooldown--; } if (rcooldown > 0) { rcooldown--; } if (tcooldown == 0) { bossattacks.Add(0); } if (bcooldown == 0) { bossattacks.Add(1); } if (rcooldown == 0) { bossattacks.Add(2); } if (bossattacks.Count > 0) { int decision = Random.Range(0, bossattacks.Count); switch (((int)bossattacks [decision])) { case 0: //Trailing laser tlaser.enabled = true; tcooldown = 300; break; case 1: //Buster Laser move.enabled = false; blaser.SetActive(true); blaserSprite.SetActive(false); bcooldown = 300; break; case 2: //Revive revive.enabled = true; revive.enabled = false; this.gameObject.SetActive(false); //Play anim break; } bossattacks.Clear(); } else { move.Move(); } if (tcooldown == 150) { tlaser.enabled = false; } if (bcooldown == 150) { blaser.SetActive(false); move.enabled = true; } if (bcooldown == 75) { blaserSprite.SetActive(true); } if (bcooldown == 20) { move.enabled = false; } }