private void OnTriggerEnter2D(Collider2D collision) { GameObject xObject; FrameRate = (1.0f / Time.deltaTime); // Debug.Log("Collision"); xObject = collision.gameObject; if (xObject.tag == "EnemyLaser") { if (xObject != null) { int enemyLaserIndex = 0; enemyLaserIndex = xObject.GetComponent <enemyLaserScript>().thisEnemyLaserIndex; if (enemyLaserIndex != null && enemyLaserIndex >= 0) { agent.setEnemyActive(3, enemyLaserIndex, false); /* turn laser to inactive*/ } } } else if (xObject.tag == "playerLaser") { if (xObject != null) { int enemyLaserIndex = 0; enemyLaserIndex = xObject.GetComponent <enemyLaserScript>().thisEnemyLaserIndex; if (enemyLaserIndex != null && enemyLaserIndex >= 0) { agent.setEnemyActive(2, enemyLaserIndex, false); /* turn laser to inactive*/ } } } Destroy(xObject); }
// Update is called once per frame void Update() { bool success; //Debug.Log("enemy laser from Update:" + xProjectile); CountDownAndShoot(); if (Player == null || !Player.activeSelf) { agent.setEnemyActive(1, thisEnemyIndex, false); /* turn enemy to active*/ Destroy(gameObject); // I'm going to destroy all enemies if the player dies disappears! } if (thisEnemyIndex >= 0) { Vector3 thisPos = transform.position; Vector2 TwoPos; TwoPos.x = thisPos.x; TwoPos.y = thisPos.y; success = agent.setEnemyPosition(1, thisEnemyIndex, TwoPos); if (!success) { Destroy(gameObject); } } }
// Use this for initialization void Start() { shotCounter = Random.Range(minTimeBetweenShots, maxTimeBetweenShots); health = StartHealth; //Debug.Log("enemy laser from Start:"+xProjectile); aKeepScore = FindObjectOfType <keepScor>(); agent = FindObjectOfType <LaserAgent>(); Player = GameObject.Find("Player"); if (agent != null) { thisEnemyIndex = agent.getFirstAvailableEnemyIndex(1); if (thisEnemyIndex >= 0) { agent.setEnemyActive(1, thisEnemyIndex, true); /* turn enemy to active*/ } else { Destroy(gameObject); } } else { Destroy(gameObject); } }
// Update is called once per frame void Update() { if (Player == null || !Player.activeSelf || agent == null) { agent.setEnemyActive(EnemyOrPlayer, thisEnemyLaserIndex, false); /* turn enemy to active*/ Destroy(gameObject); // I'm going to destroy all enemies if the player dies disappears! } if (thisEnemyLaserIndex >= 0) { Vector3 thisPos = transform.position; Vector3 copyPos = transform.position; bool success; Vector2 TwoPos; TwoPos.x = thisPos.x; TwoPos.y = thisPos.y; TwoPos.y -= Time.deltaTime * laserSpeed; copyPos.x = TwoPos.x; copyPos.y = TwoPos.y; transform.position = copyPos; success = agent.setEnemyPosition(EnemyOrPlayer, thisEnemyLaserIndex, TwoPos); if (!success) { Destroy(gameObject); } // Debug.Log("laserindex:"+ thisEnemyLaserIndex+" enemylaser positon:" + TwoPos); } }
public void Hit() { int enemyLaserIndex; Destroy(gameObject); enemyLaserIndex = GetComponent <enemyLaserScript>().thisEnemyLaserIndex; if (enemyLaserIndex != null && enemyLaserIndex >= 0) { agent.setEnemyActive(EnemyorPlayer, enemyLaserIndex, false); /* turn enemy to active*/ } }
// Use this for initialization void Start() { agent = FindObjectOfType <LaserAgent>(); Player = GameObject.Find("Player"); if (agent != null) { thisEnemyLaserIndex = agent.getFirstAvailableEnemyIndex(EnemyOrPlayer); //use 3 for enemy laser index 2 for player. if (thisEnemyLaserIndex >= 0) { agent.setEnemyActive(EnemyOrPlayer, thisEnemyLaserIndex, true); /* turn enemy to active*/ } else { Destroy(gameObject); } } else { Destroy(gameObject); } }
void Move() { if (wayPointIndex <= waypoints.Count - 1) { var targetPosition = waypoints[wayPointIndex].transform.position; //Debug.Log("current pos:" + transform.position + " targ:" + targetPosition); var movementThisFrame = moveSpeed * Time.deltaTime; transform.position = Vector3.MoveTowards(transform.position, targetPosition, movementThisFrame); if (transform.position == targetPosition) { wayPointIndex++; // Debug.Log("move:" + wayPointIndex); } } else { Destroy(gameObject); if (agent != null) { agent.setEnemyActive(1, thisEnemyIndex, false); /* turn enemy to inactive*/ } } }