private void OnTriggerStay(Collider other) { if (other.gameObject.tag == "Enemy") { MovimientoEnemigos script = other.GetComponent <MovimientoEnemigos>(); script.detectado = true; script.posicionDistraccion = transform; script.guardarTransform(); } }
public void explotar() { Vector3 explosionPos = transform.position; Collider[] colliders = Physics.OverlapSphere(explosionPos, radius); foreach (Collider hit in colliders) { if (hit.gameObject.tag == "Enemy") { Rigidbody rb = hit.GetComponent <Rigidbody>(); MovimientoEnemigos script = hit.GetComponent <MovimientoEnemigos>(); if (rb != null) { rb.AddExplosionForce(power, explosionPos, radius, 3.0F); } script.golpeado = true; hit.transform.GetChild(0).gameObject.SetActive(false); } } }
void Pintar() { for (byte fila = 0; fila < invaders.GetLength(0); ++fila) { for (byte columna = 0; columna < invaders.GetLength(1); ++columna) { if (columna == 0 || columna == 3 || columna == 6) { invaders[fila, columna] = Instantiate(prefabinvader); } else if (columna == 1 || columna == 4) { invaders[fila, columna] = Instantiate(prefabinvader2); } else { invaders[fila, columna] = Instantiate(prefabinvader3); } invaders[fila, columna].transform.position = new Vector2(-2.35f + fila * 1.2f, -0.9f + columna); scriptmovimientoenemigos = (MovimientoEnemigos)invaders[fila, columna].GetComponent(typeof(MovimientoEnemigos)); scriptmovimientoenemigos.ComenzarMovimientoCorrutina(); } } }
// Use this for initialization void Start() { shootingCount = shootingRate; mov = GetComponentInParent <MovimientoEnemigos>(); player = GameObject.FindWithTag("Player"); }