private void Start() { enemyHp = GetComponent <EnemyHp>(); enemyHp.OnEnemyKilled += EnemyHp_OnEnemyKilled; rb = GetComponent <Rigidbody2D>(); sqspwn = GetComponent <SquareSpawner>(); }
//射撃 void Shoot() { //エフェクト for (int i = 0; i < 4; i++) { bullets = Instantiate(bullet) as GameObject; bullets.transform.position = fpsCamera_s[i].transform.position; bullets.transform.rotation = fpsCamera.transform.rotation; Destroy(bullets, 1f); } //レーザー射撃 Ray ray = fpsCamera.ScreenPointToRay(center); RaycastHit hit; //rayがhitした場合 if (Physics.Raycast(ray, out hit, 80f)) { if (hit.collider.gameObject.tag == "Enemy") { EH = hit.collider.GetComponent <EnemyHp>(); EH.EnemyDamage(laserDamage); Destroy(bullets, 0.4f); } } }
// Start is called before the first frame update void Start() { GameObject player = GameObject.Find("Player"); php = player.GetComponent <PlayerHp>(); ehp = new EnemyHp(); }
void Start() { if (PhotonNetwork.IsMasterClient) { A(); //targets = GameObject.FindGameObjectWithTag("Player").transform; //Player한테 따라오도록 타겟지정 anim = GetComponent <Animator>(); enm = GetComponent <EnemyHp>(); } }
void OnCollisionEnter(Collision other) { if (other.gameObject.tag == "Enemy") { Destroy(gameObject); var hitEf = Instantiate(Ef_explosion, other.transform); Destroy(hitEf, 1f); EH = other.collider.GetComponent <EnemyHp>(); EH.EnemyDamage(missileDamage); } }
private void Start() { GameObject hp = Instantiate(enemyHP, Vector3.zero, Quaternion.identity); hp.transform.SetParent(GameObject.Find("Canvas").transform); hp.transform.SetAsFirstSibling(); enemySlider = hp.GetComponent <EnemyHp>(); enemySlider.Enemy = gameObject; startingHealth += (buff * 5); enemySlider.ChangeValue(startingHealth); currentHealth = startingHealth; }
// Use this for initialization void Start() { hp = hp * Mathf.Pow(1.2f, enemyLevel); nowhp = hp; level = FindObjectOfType <Level>(); agent = GetComponent <NavMeshAgent>(); speed = agent.speed * 0.4f; gold = gold1 * enemyLevel; var go = Instantiate(hpPrefab); go.transform.SetParent(UILook.Instance.canvas.transform); hpUI = go.GetComponent <EnemyHp>(); hpUI.Init(this.transform); }
//public GameObject Enemybug; // Use this for initialization void Start() { agent = GetComponent <UnityEngine.AI.NavMeshAgent>(); //Castle를 찾아서 그 위치를 세팅해준다 castle = GameObject.Find("HM_Castle_1").transform; //에이전트 목적지를 타워로 세팅해준다. agent.destination = castle.position; EHp = Enemybug.GetComponent <EnemyHp>(); Debug.Log("적 HP" + EHp.hp); //내 클론을 설정한다 myClone = waveSpawn1.clone; }
private void OnTriggerEnter2D(Collider2D collision) { Enemy target = collision.GetComponent <Enemy>(); if (target != null) { target.TakeDamage(damage); Destroy(gameObject); return; } EnemyHp enemyHp = collision.GetComponent <EnemyHp>(); if (enemyHp != null) { enemyHp.TakeDamage(damage); Destroy(gameObject); } }
private void Start() { rb = GetComponent <Rigidbody2D>(); enemyHp = GetComponent <EnemyHp>(); enemyHp.OnEnemyKilled += EnemyHp_OnEnemyKilled; }
void Start() { anim = GetComponent <Animator>(); Enemy_Hp = Enemybug.GetComponent <EnemyHp>(); previous_Speed = Speed; }
void Start() { death = GameObject.Find("Enemy").GetComponent <EnemyHp>(); }
void Start() { Enemy_Hp = Enemybug.GetComponent <EnemyHp>(); previous_Speed = Speed; }
private void Awake() { instance = this; }