public void Awake() { navMeshAgent = GetComponent <NavMeshAgent>(); player = GameObject.FindGameObjectWithTag("Player"); healtPlayer = player.GetComponent <PlayerManager>(); animator = gameObject.GetComponent <Animator>(); health = GetComponent <EnemyHeal>(); }
void OnTriggerStay2D(Collider2D other) { if (other.gameObject.tag == "Shootable") { myPc.removeForce(); Instantiate(bulletExplosion, transform.position, transform.rotation); Destroy(gameObject); if (other.gameObject.layer == LayerMask.NameToLayer("enemy")) { EnemyHeal hurtEnemy = other.gameObject.GetComponent <EnemyHeal>(); hurtEnemy.addDamge(weaponDamge); } } }
private void OnCollisionEnter(Collision other) { Instantiate(shellParticles, transform.position, Quaternion.identity); SoundManager.instance.ShellExplosion(); EnemyHeal enemyHealth = other.gameObject.GetComponent <EnemyHeal>(); if (enemyHealth != null) { enemyHealth.Takehit(2); } Destroy(gameObject); Debug.Log("shell destroyed"); }
// Start is called before the first frame update void Start() { rigibody = GetComponent <Rigidbody>(); player = GameObject.FindWithTag("Player"); health = GetComponent <EnemyHeal>(); timeToShoot = UnityEngine.Random.Range(1.0f, maxTimeShoot); timeWasteToShoot = timeToShoot; healtBar.SetActive(false); if (SingeltonData.instance.difficult == 0) { speedShoot = 10; } else if (SingeltonData.instance.difficult == 1) { speedShoot = 20; } else if (SingeltonData.instance.difficult == 2) { speedShoot = 50; } }