// Start is called before the first frame update void Start() { lifePlayer = GameObject.FindGameObjectWithTag("Player").GetComponent <LifePlayer>(); lifeEnemy = GameObject.FindGameObjectWithTag("Enemy").GetComponent <LifeEnemy>(); arrowSongDirections = Spawner.Instance.duel; originalSprite = this.GetComponent <SpriteRenderer>().sprite; }
void Shoot() { Transform t_spawn = transform.Find("Cameras/Main Camera"); //bloom Vector3 t_bloom = t_spawn.position + t_spawn.forward * 1000f; t_bloom += Random.Range(-loadout[currentIndex].bloom, loadout[currentIndex].bloom) * t_spawn.up; t_bloom += Random.Range(-loadout[currentIndex].bloom, loadout[currentIndex].bloom) * t_spawn.right; t_bloom -= t_spawn.position; t_bloom.Normalize(); //Raycast RaycastHit t_hit = new RaycastHit(); if (Physics.Raycast(t_spawn.position, t_bloom, out t_hit, 1000f, canBeShot)) { LifeEnemy turret = t_hit.transform.GetComponent <LifeEnemy>(); if (turret) { turret.Altera(loadout[currentIndex].damage); } GameObject t_newHole = Instantiate(bulletHolePrefab, t_hit.point + t_hit.normal * 0.001f, Quaternion.identity) as GameObject; t_newHole.transform.LookAt(t_hit.point + t_hit.normal); Destroy(t_newHole, 5f); } //Gun FX currentWeapon.transform.Rotate(-loadout[currentIndex].recoil, 0, 0); currentWeapon.transform.position -= currentWeapon.transform.forward * loadout[currentIndex].kickback; //ammo loadout[currentIndex].currentAmmo--; //cooldown currentCooldown = loadout[currentIndex].firerate; }
void Start() { alvo = FindObjectOfType <Player>().transform; agent = GetComponent <NavMeshAgent>(); life = GetComponent <LifeEnemy>(); }
// Use this for initialization void Start() { life = GetComponent <LifeEnemy>(); }
void Start() { spawn = transform.Find("Spawn"); player = FindObjectOfType <Player>().transform; life = GetComponent <LifeEnemy>(); }