void Update() { //AttackType = 1; if (Attack < 1) { BossAttack(); Invoke("AttackBool", AttackTime); } if (boolAttackLeft) { AttackLeftSpike(); } if (boolAttackRight) { AttackRightSpike(); } AttackDown(); ChangeSlider(); if (bossHealth <= 0) { BossRb.simulated = true; Invoke("Win", 3); DestroyUpperSpike(); for (int i = 0; i < 2; i++) { Gun[i].GetComponent <Gun2>().enabled = false; } for (int i = 0; i < 3; i++) { Destroy(DownSpike[i]); Destroy(LeftSpike[i]); Destroy(RightSpike[i]); } PS_Salut.GetComponent <ParticleSystem>().Play(true); Salut.SetActive(true); TextWin.SetActive(true); } }
void Start() { BossRb = GetComponent <Rigidbody2D>(); Player = GameObject.FindGameObjectWithTag("Hero"); LeftLineCamera = GameObject.Find("LeftLineCamera"); RightLineCamera = GameObject.Find("RightLineCamera"); for (int i = 0; i < 3; i++) { redactRightRotate[i] = false; redactLeftRotate[i] = false; RbSpikeDown[i] = DownSpike[i].GetComponent <Rigidbody2D>(); } BossRb.simulated = false; TextWin.SetActive(false); // CamAnim = MainCamera.GetComponent<Animator>(); AttackTime = 8;//Random.Range(5, 10); // leftAxis = Vector3.up; RightAxis=Vector3.right; //Random.Range(0, 3); //StartCoroutine(BossAttack()); PS_Salut.GetComponent <ParticleSystem>().Stop(true); Salut.SetActive(false); }