private void keyCardCheck(Player inputPlayer) { if (inputPlayer.hasRedKey == false) { enemyDefenseInstance = Instantiate(enemyDefensePrefab) as EnemyDefense; enemyDefenseInstance.SetLocation(mazeInstance.GetCell(mazeInstance.RandomCoordinates)); enemyDefenseInstance.transform.position = new Vector3(GameObject.FindGameObjectWithTag("Enemy").transform.position.x, .25f, GameObject.FindGameObjectWithTag("Enemy").transform.position.z); if (inputPlayer.transform.position.x == enemyDefenseInstance.transform.position.x) { if (inputPlayer.transform.position.z == enemyDefenseInstance.transform.position.z) { enemyDefenseInstance.SetLocation(mazeInstance.GetCell(mazeInstance.RandomCoordinates)); enemyDefenseInstance.transform.position = new Vector3(GameObject.FindGameObjectWithTag("Enemy").transform.position.x, .25f, GameObject.FindGameObjectWithTag("Enemy").transform.position.z); } } // if (endBeaconInstance.transform.position.x == enemyDefenseInstance.transform.position.x) // { // if(endBeaconInstance.transform.position.z == enemyDefenseInstance.transform.position.z) // { // endBeaconInstance.SetLocation (mazeInstance.GetCell (mazeInstance.RandomCoordinates)); // } // } } }
private void OnTriggerStay(Collider other) { if (Input.GetKeyDown(KeyCode.Space) && other.gameObject.tag == "Enemy") { _enemy = other.gameObject.GetComponentInChildren <EnemyDefense>(); _enemy.Damage(_attack); } }
// Use this for initialization void Start() { //player =(ICharacter) GameObject.FindGameObjectWithTag("Player"); player = (ICharacter)FindObjectOfType(typeof(Player)); rb2d = gameObject.GetComponent <Rigidbody2D> (); anim = gameObject.GetComponent <Animator> (); //this.projspawner = gameObject.GetComponentInChildren<ProjSpawner> (); this.enemyAbility = gameObject.GetComponentInChildren <CharacterAbility> (); this.enemyDefense = gameObject.GetComponentInChildren <EnemyDefense> (); IAbility projectile = new BasicAttack("Lazer", 10f, 10f, 10f, 10f, 0f); //IEffect cripple = new CrippleEffect (1f,49f,0f); //IEffect stun = new StunEffect (2f); //projectile.AddEffect (cripple); //projectile.AddEffect (stun); this.enemyAbility.SetAbility(projectile, 0); this.enemyAbility.SetAbility(projectile, 1); this.currentSpeed = speed; this.canClimb = false; }