void Start() { player = GameObject.FindGameObjectWithTag("Player").transform; target = new Vector2(player.position.x, player.position.y); spriteFlip = GetComponent <SpriteRenderer>(); target2 = FindObjectOfType <PlayerAttack>().transform; targetPos = player.position; thispos = transform.position; targetPos.x = targetPos.x - thispos.x; targetPos.y = targetPos.y - thispos.y; angle = Mathf.Atan2(targetPos.y, targetPos.x) * Mathf.Rad2Deg; transform.rotation = Quaternion.Euler(new Vector3(0, 0, angle + offset)); playerLive = GameObject.Find("Player").GetComponent <PlayerLive>(); Vector3 distanceVector = target2.position - transform.position; float distance = distanceVector.magnitude; if (distanceVector.x > 0) { spriteFlip.flipY = false; } else { spriteFlip.flipY = true; } }
private void Awake() { playerLive = FindObjectOfType <PlayerAttack>().GetComponent <PlayerLive>(); }
public void Start() { player = GameObject.Find("Player").GetComponent <PlayerLive>(); }