private void AttackThief() { DeathmatchAgent agent = GetComponentInParent <DeathmatchAgent>(); PatrolController patrolController = GetComponentInParent <PatrolController>(); agent.TrackLayerAndTag(m_InteractorGameObject.layer, m_InteractorGameObject.tag); patrolController.CheckAlarm(m_InteractorGameObject); }
/// <summary> /// Override Damage to add an extra damage amount depending on the bone hit. /// </summary> /// <param name="amount">The amount of damage taken.</param> /// <param name="position">The position of the damage.</param> /// <param name="force">The amount of force applied to the object while taking the damage.</param> /// <param name="radius">The radius of the explosive damage. If 0 then a non-exposive force will be used.</param> /// <param name="attacker">The GameObject that did the damage.</param> public override void Damage(float amount, Vector3 position, Vector3 force, float radius, GameObject attacker, GameObject hitGameObject) { if (deathmatchAgent != null) { deathmatchAgent.TrackLayerAndTag(attacker.layer, attacker.tag); } base.Damage(amount, position, force, radius, attacker, hitGameObject); if (amount > 0) { OnCharacterDamaged?.Invoke(this, amount, position, attacker.transform.position); } }