public void Attack(bool isPlayer) { if (CanAttack) { shootCooldown = shootingRate; // Create a new shot var shotTransform = Instantiate(shotPrefab) as Transform; Destroy(shotTransform.gameObject, 2f); // Assign position shotTransform.position = transform.position; // The is enemy property Enemy_Shoot shot = shotTransform.gameObject.GetComponent <Enemy_Shoot>(); if (shot != null) { shot.isPlayerShot = isPlayer; } // Fireball Movement Shoot_move move = shotTransform.gameObject.GetComponent <Shoot_move>(); if (!move) { move.direction = this.transform.right; } else { // Change the facing and direction of fireball var player = GameObject.Find("Level/2-Foreground/Player"); var direction = (player.transform.position - transform.position).normalized; move.direction = direction; if (transform.localScale.x < 0) { move.transform.localScale = new Vector3(-1f, move.transform.localScale.y, move.transform.localScale.z); } else { move.transform.localScale = new Vector3(1f, move.transform.localScale.y, move.transform.localScale.z); } } } }
private void OnTriggerEnter2D(Collider2D collider) { Enemy_Shoot shoot = collider.gameObject.GetComponent <Enemy_Shoot>(); if (shoot != null) { if (shoot.isPlayerShot != isPlayer) { PlayerScript.hp -= shoot.damage; Destroy(shoot.gameObject); //if (PlayerScript.hp <= 0) //{ // Destroy(gameObject); //} //print(PlayerScript.hp); } } GainHP hp = collider.gameObject.GetComponent <GainHP>(); if (hp != null) { if (hp.isHeal != isPlayer && hp.maxHeal > PlayerScript.hp) { PlayerScript.hp += hp.heal; print(PlayerScript.hp); Destroy(hp.gameObject); } } buff1 buff = collider.gameObject.GetComponent <buff1>(); if (buff != null) { if (buff.isCatch == false) { PlayerScript.buffOn = true; Destroy(buff.gameObject); } } }
// Use this for initialization void Awake() { _enemyshoot = GetComponent <Enemy_Shoot>(); }