private void SpawnEnemy(EnemyType type) { switch (type) { case EnemyType.ZOMBIE: EnemyZombie zombie = PoolManager.Spawn <EnemyZombie>(transform) as EnemyZombie; if (zombie == null) { return; } zombie.transform.position = transform.position; break; case EnemyType.MOOD_GUY: EnemyRanged ranged = PoolManager.Spawn <EnemyRanged>(transform) as EnemyRanged; if (ranged == null) { return; } ranged.transform.position = transform.position; break; default: break; } }
void Awake() { playerController = GetComponentInParent <PlayerController> (); enemyRangedController = GetComponentInParent <EnemyRanged> (); rudess = GetComponentInParent <RudessOnFoot> (); rudessHead = GetComponentInParent <RudessHead> (); animatorActivator = GetComponent <AnimatorActivator> (); }
// Use this for initialization void Start () { colliderRadius = GetComponent<CapsuleCollider>().radius; rigidBody = GetComponent<Rigidbody>(); playerTransform = TheGame.get().player.transform; enemyAttack = GetComponent<EnemyAttack>(); //not null if enemy has ranged attack. enemyRanged = GetComponent<EnemyRanged>(); }
private void Start() { IAmInteractable enemyRanged = new EnemyRanged() as IAmInteractable; IAmInteractable enemyBrabo = new EnemyBrabo() as IAmInteractable; EnemyRanged[] listaEnemys = new EnemyRanged[2]; EnemyRanged enemyRangedAux = new EnemyRanged(); listaEnemys[0] = enemyRangedAux; //listaEnemys[0] = enemyRanged; //listaEnemys[1] = enemyBrabo; foreach (IAmInteractable enemy in listaEnemys) { enemy.Interact(); } }
void Start() { body = GetComponent<EnemyRanged>(); }