//*******************************// // MonoBehaviour Functions // //*******************************// void Start() { m_actor = GetComponent <Actor2D>(); m_coll = GetComponent <Collider2D>(); m_rb = GetComponent <Rigidbody2D>(); m_ekb = GetComponentInChildren <EnemyKnockback>(); m_spriteRenderer = GetComponent <SpriteRenderer>(); m_currentHealth = m_maxHealth; }
// Use this for initialization void Start() { _movement = GetComponent <EnemyMovement>(); _chase = GetComponent <EnemyChasing> (); _patrol = GetComponent <EnemyPatrolling> (); _collision = GetComponent <CollisionHandler> (); _health = GetComponent <HealthHandler> (); _trigger = GetComponent <TriggerHandler> (); _knockback = GetComponent <EnemyKnockback>(); _animator = GetComponent <EnemyAnimator> (); _isPatrolling = true; //TEMP }
// Update is called once per frame void Update() { if (shouldRotate) { Quaternion currentRot = transform.localRotation; Vector3 targetRot = new Vector3(0, 270f, 0); //Vector3 targetSize = new Vector3(spinCollider.size.x, spinCollider.size.y, 0.8f); //transform.localRotation = Quaternion.Euler(Vector3.SmoothDamp(transform.localRotation.eulerAngles, targetRot, ref rotVelocity, spinTime)); transform.RotateAround(transform.parent.transform.position, Vector3.up, 2.5f); //spinCollider.size = Vector3.SmoothDamp(spinCollider.size, targetSize, ref sizeVelocity, spinTime); //if (spinCollider.size.z > 0.2f) //{ // spinCollider.enabled = true; //} capsulePoint = new Vector3(transform.position.x, transform.position.y + 0.5f, transform.position.z); RaycastHit[] hits = Physics.CapsuleCastAll(transform.position, capsulePoint, radius, Vector3.up); for (int i = 0; i < hits.Length; i++) { if (hits.Length > 0) { Debug.Log("eyyyyyyyy"); } if (hits[i].collider.gameObject.tag == "Enemy") { EnemyKnockback enemyKnockback = hits[i].collider.gameObject.GetComponent <EnemyKnockback>(); enemyKnockback.OnHit(transform.parent.forward); } } //OnDrawGizmosSelected(); } else { } }