// Start is called before the first frame update void Start() { agent = GetComponent <NavMeshAgent>(); triggerCollider = GetComponent <SphereCollider>(); enemyLife = GetComponent <EnemyDataLife>(); isDeath = false; positionOriginal = transform.position; triggerCollider.radius = radio; }
private void doExplosion(Vector3 point) { Collider[] objetosExplotados = Physics.OverlapSphere(point, radius, layerEx); foreach (Collider col in objetosExplotados) { Rigidbody rb = col.GetComponent <Rigidbody>(); if (rb != null) { if (col.tag == "Enemy") { EnemyDataLife dataLife = col.GetComponent <EnemyDataLife>(); float distance = Vector3.Distance(col.transform.position, transform.position); float damage = (distance * 100) / radius; dataLife.addDamage(damage); } rb.AddExplosionForce(forceExplosion, point, radius, 0.05f, ForceMode.Impulse); } } }
// Start is called before the first frame update void Start() { targetFound = false; nextFire = Time.time + fireRate; enemyLife = transform.parent.gameObject.GetComponent <EnemyDataLife>(); }
void Start() { enemyLife = gameObject.GetComponentInParent <EnemyDataLife>(); }