// Update is called once per frame void Update() { if (shootTimer + 4f < Time.time) { GameObject Clone = PoolScript.CheckForInactiveEnemyBullet(); if (Clone == null) { Clone = (GameObject)Instantiate(bullet, new Vector3(gameObject.transform.position.x, gameObject.transform.position.y, 0), Quaternion.identity); PoolScript.enemyBulletList.Add(Clone); } else { Clone.transform.position = new Vector3(gameObject.transform.position.x, gameObject.transform.position.y, 0); Clone.SetActive(true); } bulDirection = new Vector3(-.4f, -.4f, 0); //print ("neg neg" + bulDirection); Clone.GetComponent <EnemyBulletScript> ().targetPos = bulDirection; Clone = PoolScript.CheckForInactiveEnemyBullet(); if (Clone == null) { Clone = (GameObject)Instantiate(bullet, new Vector3(gameObject.transform.position.x, gameObject.transform.position.y, 0), Quaternion.identity); PoolScript.enemyBulletList.Add(Clone); } else { Clone.transform.position = new Vector3(gameObject.transform.position.x, gameObject.transform.position.y, 0); Clone.SetActive(true); } bulDirection = new Vector3(.4f, .4f, 0); //print ("pos pos" + bulDirection); Clone.GetComponent <EnemyBulletScript> ().targetPos = bulDirection; Clone = PoolScript.CheckForInactiveEnemyBullet(); if (Clone == null) { Clone = (GameObject)Instantiate(bullet, new Vector3(gameObject.transform.position.x, gameObject.transform.position.y, 0), Quaternion.identity); PoolScript.enemyBulletList.Add(Clone); } else { Clone.transform.position = new Vector3(gameObject.transform.position.x, gameObject.transform.position.y, 0); Clone.SetActive(true); } bulDirection = new Vector3(-.4f, .4f, 0); //print ("neg pos"+bulDirection); Clone.GetComponent <EnemyBulletScript> ().targetPos = bulDirection; Clone = PoolScript.CheckForInactiveEnemyBullet(); if (Clone == null) { Clone = (GameObject)Instantiate(bullet, new Vector3(gameObject.transform.position.x, gameObject.transform.position.y, 0), Quaternion.identity); PoolScript.enemyBulletList.Add(Clone); } else { Clone.transform.position = new Vector3(gameObject.transform.position.x, gameObject.transform.position.y, 0); Clone.SetActive(true); } bulDirection = new Vector3(.4f, -.4f, 0); //print ("pos neg" + bulDirection); Clone.GetComponent <EnemyBulletScript> ().targetPos = bulDirection; shootTimer = Time.time; } //delete here if (enemyHealth <= 0) { dropPowerupScript.location = transform.position; dropPowerupScript.RNG(); enemyHealth = 3; gameObject.SetActive(false); } }
// Update is called once per frame void Update() { //ENEMY PATHING //Straight down if (pathNum == 1) { gameObject.transform.position = new Vector2(transform.position.x, transform.position.y - speed * Time.deltaTime); } //V shaped from top if (pathNum == 2) { if (transform.position.x > 0f) { transform.position = new Vector2(transform.position.x - speed * Time.deltaTime * 2, transform.position.y - speed * Time.deltaTime); } if (transform.position.x <= 0f) { transform.position = new Vector2(transform.position.x - speed * Time.deltaTime * 2, transform.position.y + speed * Time.deltaTime); if (transform.position.x < -20) { gameObject.SetActive(false); } } } //top right L to the left if (pathNum == 3) { if (transform.position.y > 0) { transform.position = new Vector2(transform.position.x, transform.position.y - speed * Time.deltaTime); } if (transform.position.y <= 0) { transform.position = new Vector2(transform.position.x - speed * Time.deltaTime, transform.position.y); if (transform.position.x < -20) { gameObject.SetActive(false); } } } //bot left L to the right if (pathNum == 4) { if (transform.position.y < 0) { transform.position = new Vector2(transform.position.x, transform.position.y + speed * Time.deltaTime); } if (transform.position.y >= 0) { transform.position = new Vector2(transform.position.x + speed * Time.deltaTime, transform.position.y); if (transform.position.x > 20) { gameObject.SetActive(false); } } } //top left to botright if (pathNum == 5) { transform.position = new Vector2(transform.position.x + speed * Time.deltaTime * 1.5f, transform.position.y - speed * Time.deltaTime); } //bot right to top left if (pathNum == 6) { transform.position = new Vector2(transform.position.x - speed * Time.deltaTime * 1.5f, transform.position.y + speed * Time.deltaTime); } //top right to bot left if (pathNum == 7) { transform.position = new Vector2(transform.position.x - speed * Time.deltaTime * 1.5f, transform.position.y - speed * Time.deltaTime); } //bot left to top right if (pathNum == 8) { transform.position = new Vector2(transform.position.x + speed * Time.deltaTime * 1.5f, transform.position.y + speed * Time.deltaTime); } gameObject.transform.Rotate(new Vector3(0, 0, rotationSpeed)); //ENEMY SHOOTING if (shootTimer + 2.25f < Time.time && canIShoot) { for (int i = 0; i < 3; i++) { GameObject Clone = PoolScript.CheckForInactiveEnemyBullet(); if (Clone == null) { Clone = (GameObject)Instantiate(bullet, new Vector3(gameObject.transform.position.x, gameObject.transform.position.y, 0), Quaternion.identity); } else { Clone.transform.position = new Vector3(gameObject.transform.position.x, gameObject.transform.position.y, 0); Clone.SetActive(true); } //GameObject Clone = (GameObject)Instantiate (bullet, new Vector3 (gameObject.transform.position.x, gameObject.transform.position.y, 0), Quaternion.identity); if (i == 0) { //bullet.transform.LookAt(corner1.transform); bulDirection = (corner1.transform.position - transform.position).normalized; //print (bulDirection); Clone.GetComponent <EnemyBulletScript> ().targetPos = bulDirection; } else if (i == 1) { //bullet.transform.LookAt(corner2.transform); //bullet.GetComponent<EnemyBulletScript>().targetPos = corner2.transform.position; bulDirection = (corner2.transform.position - transform.position).normalized; //print (bulDirection); Clone.GetComponent <EnemyBulletScript> ().targetPos = bulDirection; } else if (i == 2) { //bullet.transform.LookAt(corner3.transform); //bullet.GetComponent<EnemyBulletScript>().targetPos = corner3.transform.position; //bullet.GetComponent<EnemyBulletScript> ().targetPos.x = bullet.GetComponent<EnemyBulletScript> ().targetPos.x * -1; //bullet.GetComponent<EnemyBulletScript> ().speed = -bullet.GetComponent<EnemyBulletScript> ().speed; bulDirection = (corner3.transform.position - transform.position).normalized; //print (bulDirection); Clone.GetComponent <EnemyBulletScript> ().targetPos = bulDirection; } } shootTimer = Time.time; } /*if (((Time.time-TimeSpawned)+1.6)%1.6 == 0) { * canIShoot = true; * }*/ //DESTROY CHECKS if (enemyHealth <= 0) { dropPowerupScript.location = transform.position; dropPowerupScript.RNG(); enemyHealth = 3; gameObject.SetActive(false); } if (transform.position.y < -10f) { gameObject.SetActive(false); } }