// Update is called once per frame
    void Update()
    {
        enemy      = GameObject.FindGameObjectWithTag("Enemy");
        meleeEnemy = enemy.GetComponent <MeleeEnemyAI>();
        adjustCurrentHealth();
        //screenPos = Camera.main.WorldToViewportPoint(this.transform.position);
        //wantedPos = Camera.main.WorldToViewportPoint(target);
        targetPos = Camera.main.WorldToScreenPoint(this.transform.position);

        //transform.position = wantedPos;
    }
示例#2
0
 void OnTriggerEnter(Collider col)
 {
     if (col.tag == "Enemy" && this.tag != "Enemy")
     {
         aEnemy = col.GetComponent <MeleeEnemyAI>();
         //do damage to enemy
         aEnemy.health--;
         //color the enemy red on hit
         aEnemy.GetComponent <SpriteRenderer>().color = new Color(1f, 0.5f, 0.5f);
         redHitTimer = redHitTime;
         red         = true;
     }
     else
     {
         Debug.Log("not an enemy");
     }
 }
示例#3
0
 void OnTriggerEnter(Collider col)
 {
     if (col.tag == "Enemy" && this.tag != "Enemy")
     {
         aEnemy = col.GetComponent <MeleeEnemyAI>();
         //do damage to enemy
         aEnemy.health = aEnemy.health - aInventory.currentATK;
         //color the enemy red on hit
         aEnemy.GetComponent <SpriteRenderer>().color = new Color(1f, 0.5f, 0.5f);
         redHitTimer = redHitTime;
         red         = true;
     }
     else if (col.tag == "Boss")
     {
         aBoss.health = aBoss.health - aInventory.currentATK;
         aBoss.GetComponent <SpriteRenderer>().color = new Color(1f, 0.5f, 0.5f);
         redHitTimer = redHitTime;
         red         = true;
         Debug.Log("hit!");
     }
     else
     {
     }
 }