Пример #1
0
 // Use this for initialization
 void Start()
 {
     //Possibly Change This To A Public Variable Assigning Instead To Be More Efficient
     unit             = base_unit.GetComponent <Better_AI> ();
     Enemies_in_range = new List <GameObject>();
     Things_To_Remove = new List <GameObject>();
 }
Пример #2
0
    private IEnumerator Attack(GameObject Target)
    {
        if (can_attack)
        {
            Debug.Log("Attempting To Attack");
            can_attack = false;
            if (Target.GetComponent <SpawnableGuy>())
            {
                Target.GetComponent <SpawnableGuy>().current_health -= attack_damage;
            }
            else if (Target.GetComponent <TowerScript>())
            {
                Target.GetComponent <TowerScript>().currenthealth -= (int)attack_damage;
            }
            else if (Target.GetComponent <NoTowerScript>())
            {
                //Target.GetComponent<NoTowerScript>().currentHealth -= (int)attack_damage;
                Target.GetComponent <NoTowerScript>().currentHealth -= 10;
                Debug.Log("ATTACKED NO TOWER");
            }
            else if (Target.GetComponent <BaseScript>())
            {
                Target.GetComponent <BaseScript>().current_health -= (int)attack_damage;
            }
            if (Target.GetComponent <Better_AI> ())
            {
                Better_AI target_unit = Target.GetComponent <Better_AI> ();
                target_unit.Current_Target = this.gameObject;
            }
            StartCoroutine(Spawn_Hit_Indicator(Target));
            yield return(new WaitForSeconds(attack_speed));

            can_attack = true;
        }
    }