// Update is called once per frame void Update() { //Rotate Player Towards the Mouse_Pos Mouse_Pos = MainCamera.ScreenToWorldPoint(Input.mousePosition); Mouse_Pos.y = 10; transform.LookAt(Mouse_Pos, Vector3.up); //Move Player with WASD /* if (Input.GetButton("Horizontal")) { transform.Translate(Vector3.right * Move_Speed * Input.GetAxisRaw("Horizontal"), Space.Self); }*/ if (Input.GetButton("Vertical")) { transform.Translate(Vector3.forward * Move_Speed * Input.GetAxisRaw("Vertical"), Space.Self); } //Attack with Left_Click if (Input.GetButtonDown("Fire1")) { Player_Animator.SetBool("Attack", true); } CheckForFires(); enemyhisColliders = Physics.OverlapSphere(this.transform.position, 80, EnemyCheckLayer); if (enemyhisColliders.Length != 0) { for (array_index = 0; array_index < enemyhisColliders.Length; array_index++) { if (enemyhisColliders[array_index].tag == "Dragon") { } else { enemy = enemyhisColliders[array_index].GetComponent<Enemy1_Script>(); enemy.Activate(); } } } spawnerhisColliders = Physics.OverlapSphere(this.transform.position, 80, SpawnerCheckLayer); if (spawnerhisColliders.Length != 0) { for (array_index = 0; array_index < spawnerhisColliders.Length; array_index++) { spawner = spawnerhisColliders[array_index].GetComponent<Spawner_Script>(); spawner.Activate = true; } } }
void AttackHit() { hitColliders = Physics.OverlapSphere(Sword_Trans.position, Attack_Range, EnemyCheckLayer); if (hitColliders.Length != 0) { Hit_SFX.Play(); for (array_index = 0; array_index < hitColliders.Length; array_index++) { if (hitColliders[array_index].tag == "Dragon") { dragon = hitColliders[array_index].GetComponent<Dragon_Script>(); dragon.HP -= ATK; if (dragon.HP <= 0) { Destroy(hitColliders[array_index].gameObject); MainCamera.GetComponent<FOWEffect>().enabled = false; Instantiate(Light_Prefab); } } else { enemy = hitColliders[array_index].GetComponent<Enemy1_Script>(); enemy.HP -= ATK; if (enemy.HP <= 0) { Destroy(hitColliders[array_index].gameObject); Instantiate(Fire_Prefab, hitColliders[array_index].transform.position, Quaternion.identity); } } } } }