// Use this for initialization public void ReactToHit() { if (shotcounter == 1) { Shooting behavior = GetComponent <Shooting> (); if (behavior != null) { behavior.SetAlive(false); } WanderingNPC b = GetComponent <WanderingNPC> (); if (b != null) { b.SetAlive(false); } GameObject s = GameObject.FindGameObjectWithTag("Respawn"); Spawning sp = s.GetComponent <Spawning> (); sp.decrementCounter(); StartCoroutine(Die()); } else { shotcounter++; } }
private void Start() { this._collider = this.gameObject.GetComponent <CapsuleCollider2D>(); this._npc = this.gameObject.GetComponent <WanderingNPC>(); this._initPosition = new Vector3(transform.position.x, transform.position.y, transform.position.z); this._layer = LayerMask.LayerToName(this.gameObject.layer); layerMask = (1 << LayerMask.NameToLayer("Player")) | (1 << LayerMask.NameToLayer("Baby Limits")); Messenger.AddListener(GameEvent.DEATH.ToString(), OnDeath); }
private void Start() { _body = GetComponent <Rigidbody2D>(); _anim = GetComponent <Animator>(); _box = GetComponent <BoxCollider2D>(); _npc = GetComponent <WanderingNPC>(); this.speed = _npc.Speed(); this.jumpForce = _npc.JumpForce(); this.jumpReset = _npc.JumpReset(); this.direction = _npc.Direction(); layerMask = (1 << LayerMask.NameToLayer("Player")) | (1 << LayerMask.NameToLayer("Enemy Limits")); StartCoroutine("RandomJump"); }
void Awake() { m_wanderingNPC = GetComponent <WanderingNPC>(); }