public void OnEnter(Control_Enemy enemy) { this.myEnemy = enemy; rotation = 0; myEnemy.MyTarget = null; myEnemy.navMeshAgent.SetDestination(myEnemy.nexus.transform.position); }
public void OnEnter(Control_Enemy enemy) { this.myEnemy = enemy; rotation = 0; player = GameObject.FindGameObjectWithTag("Player").GetComponent <Player>(); remaingTime = timerAttack; }
public void OnEnter(Control_Enemy enemy) { this.myEnemy = enemy; rotation = 0; myEnemy.navMeshAgent.speed = myEnemy.navMeshAgent.speed * 2; //myEnemy.SetLayerAnimation(0); }
public void OnEnter(Control_Enemy enemy) { this.myEnemy = enemy; whichside = Random.Range(0, 2); remaingTime = 0; //myEnemy.SetLayerAnimation(0); }
// Update is called once per frame void Update() { if (Input.GetButtonDown("Fire1")) { if (Physics.Raycast(cam.transform.position, cam.transform.forward, out hit, range)) { if (hit.transform.tag == "Enemy" && hit.distance < range) // tworzenie obiektu dziury po kuli { // GameObject go; // go = Instantiate(trafiony, hit.point, Quaternion.FromToRotation(Vector3.up, hit.normal)) as GameObject; // klonowanie trafienia // Destroy(go, 5); //Debug.Log("Trafiony"); Control_Enemy enemy = hit.transform.GetComponent <Control_Enemy>(); Player player = transform.GetComponent <Player>(); enemy.TakeDamage(player.Damage, this.transform, true); } else if (hit.distance < range) { //Debug.Log("Podlo"); } } } }
public void OnEnter(Control_Enemy enemy) { this.myEnemy = enemy; whichside = Random.Range(0, 2); remaingTime = 0; }
public void OnEnter(Control_Enemy enemy) { this.myEnemy = enemy; rotation = 0; myEnemy.navMeshAgent.speed = myEnemy.navMeshAgent.speed * 2; }