public int damageToGive; // how much damage the bullet inflicts private void Start() { gun = FindObjectOfType <EnemyGunController>(); if (gun.scale < 0) // if the gun/player is facing left { speed = -gun.speed; // bullet now moves from right to left transform.localScale = new Vector3(-transform.localScale.x, transform.localScale.y, transform.localScale.z); // flip the bullet sprite as well } else { speed = gun.speed; } }
// Start is called before the first frame update void Start() { player = GameObject.FindGameObjectWithTag("Player").transform; enemyGun = GetComponent <EnemyGunController>(); viewAngle = spotLight.spotAngle; OGLightColor = spotLight.color; waypoints = new Vector3[pathHolder.childCount]; for (int i = 0; i < waypoints.Length; i++) { waypoints[i] = pathHolder.GetChild(i).position; waypoints[i] = new Vector3(waypoints[i].x, transform.position.y, waypoints[i].z); } StartCoroutine(FollowPath(waypoints)); }
// Update is called once per frame void Update() { if (!canFire) { if (shotCounter <= 0) { canFire = true; } else { shotCounter -= Time.deltaTime; } } if (canFire) { shotCounter = timeBetweenShots; int index; enemies = GameObject.FindGameObjectsWithTag("Enemy"); index = Random.Range(0, enemies.Length); currentEnemy = enemies[index]; foreach (Transform child in currentEnemy.transform) { if (child.CompareTag("EnemyGun")) { EnemyGunController egc = child.GetComponent <EnemyGunController>(); egc.Fire(); canFire = false; } } } if (!canFire2) { if (shotCounter2 <= 0) { canFire2 = true; } else { shotCounter2 -= Time.deltaTime; } } if (canFire2) { shotCounter2 = timeBetweenShots; int index; enemies2 = GameObject.FindGameObjectsWithTag("Enemy2"); index = Random.Range(0, enemies2.Length); currentEnemy2 = enemies2[index]; foreach (Transform child in currentEnemy2.transform) { if (child.CompareTag("EnemyGun")) { EnemyGunController egc = child.GetComponent <EnemyGunController>(); egc.Fire(); canFire2 = false; } } } }
public int damageToGive; // how much damage the bullet inflicts private void Start() { spawn = FindObjectOfType <EnemyGunController>(); speed = spawn.speed; }