void Awake() { enemy = this.gameObject.transform; player = GameObject.FindGameObjectWithTag("Player").transform; playerHealth = player.GetComponent <PlayerHealth>(); enemyHealth = GetComponent <EnemyHealthSlowGun>(); nav = GetComponent <NavMeshAgent>(); enemyAttack = GetComponent <EnemyAttackGun>(); }
void Awake() { patrol = GetComponent <Patrol>(); enemy = this.gameObject.transform; enemyMovement = GetComponent <EnemyMovmentSlow>(); agent = GetComponent <UnityEngine.AI.NavMeshAgent>(); agent.autoBraking = false; player = GameObject.FindGameObjectWithTag("Player").transform; enemyMovement.enabled = false; enemyHealth = GetComponent <EnemyHealthSlowGun>(); GoToNextPoint(); }
void Shoot() { if (!shield) { timer = 0f; gunAudio.Play(); gunLight.enabled = true; gunParticles.Stop(); gunParticles.Play(); gunLine.enabled = true; gunLine.SetPosition(0, transform.position); shootRay.origin = transform.position; shootRay.direction = transform.forward + Random.insideUnitSphere * accuracy; if (Physics.Raycast(shootRay, out shootHit, range, shootableMask)) { EnemyHealth enemyHealth = shootHit.collider.GetComponent <EnemyHealth>(); if (enemyHealth != null) { enemyHealth.TakeDamage(damagePerShot, shootHit.point); } gunLine.SetPosition(1, shootHit.point); EnemyHealthSlowGun enemyHealthSlowGun = shootHit.collider.GetComponent <EnemyHealthSlowGun>(); if (enemyHealth || enemyHealthSlowGun != null) { enemyHealthSlowGun.TakeDamage(damagePerShot, shootHit.point); } gunLine.SetPosition(1, shootHit.point); } else { gunLine.SetPosition(1, shootRay.origin + shootRay.direction * range); } } }