예제 #1
0
 // Use this for initialization
 void Awake()
 {
     Mummyanim   = GetComponent <Animator> ();
     player      = GameObject.FindWithTag("Player").transform;
     mummyHealth = GetComponent <MummyHealth> ();
     nav         = GetComponent <NavMeshAgent>();
 }
예제 #2
0
    float timer;                                    // Timer for counting up to the next attack.


    void Awake()
    {
        // Setting up the references.
        player       = GameObject.FindGameObjectWithTag("Player");
        playerHealth = player.GetComponent <PlayerHealth> ();
        enemyHealth  = GetComponent <MummyHealth>();
        anim         = GetComponent <Animator> ();
    }
예제 #3
0
    void Shoot()
    {
        // Reset the timer.
        timer = 0f;

        // Play the gun shot audioclip.
        gunAudio.Play();

        // Enable the lights.
        gunLight.enabled  = true;
        faceLight.enabled = true;

        // Stop the particles from playing if they were, then start the particles.
        gunParticles.Stop();
        gunParticles.Play();

        // Enable the line renderer and set it's first position to be the end of the gun.
        gunLine.enabled = true;
        gunLine.SetPosition(0, transform.position);

        // Set the shootRay so that it starts at the end of the gun and points forward from the barrel.
        shootRay.origin    = transform.position;
        shootRay.direction = transform.forward;

        // Perform the raycast against gameobjects on the shootable layer and if it hits something...
        if (Physics.Raycast(shootRay, out shootHit, range, shootableMask))
        {
            // Try and find an EnemyHealth script on the gameobject hit.
            MummyHealth enemyHealth = shootHit.collider.GetComponent <MummyHealth> ();

            // If the EnemyHealth component exist...
            if (enemyHealth != null)
            {
                // ... the enemy should take damage.
                enemyHealth.TakeDamage(damagePerShot, shootHit.point);
            }

            // Set the second position of the line renderer to the point the raycast hit.
            gunLine.SetPosition(1, shootHit.point);
        }
        // If the raycast didn't hit anything on the shootable layer...
        else
        {
            // ... set the second position of the line renderer to the fullest extent of the gun's range.
            gunLine.SetPosition(1, shootRay.origin + shootRay.direction * range);
        }
    }