float timer = 0f; // Timer for counting up to the next attack. void Awake() { playerInRange = false; // Setting up the references. player = GameObject.FindGameObjectWithTag("Player"); playerHealth = player.GetComponent <PlayerHealth>(); enemyHealth = GetComponent <cookieDeath>(); //anim = GetComponent (); }
void Shoot() { // Reset the timer. timer = 0f; // Play the gun shot audioclip. //gunAudio.Play (); // Enable the light. //gunLight.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. cookieDeath enemyHealth = shootHit.collider.GetComponent <cookieDeath>(); // 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(0, 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(0, shootRay.origin + shootRay.direction * range); } }