// Use this for initialization void Start() { _player = FindObjectOfType <Player_Movement>(); _playerBoxCollider = _player.GetComponent <BoxCollider2D>(); _playerCircleCollider = _player.GetComponentInChildren <CircleCollider2D>(); _boxCollider = GetComponent <BoxCollider2D>(); _circleCollider = GetComponentInChildren <CircleCollider2D>(); Physics2D.IgnoreCollision(_boxCollider, _playerBoxCollider, true); Physics2D.IgnoreCollision(_boxCollider, _playerCircleCollider, true); Physics2D.IgnoreCollision(_circleCollider, _playerBoxCollider, true); Physics2D.IgnoreCollision(_circleCollider, _playerCircleCollider, true); }
public void Hited(Vector3 HitingEntity, bool Lethal = false, bool PlayerInvolved = true, bool needsBlood = true) { myNavMesh.enabled = false; transform.LookAt(new Vector3(HitingEntity.x, transform.position.y, HitingEntity.z)); MoveTime = 0; myAction = Action.Paralysed; myAnimator.SetTrigger("Hited"); if (needsBlood) { for (int i = 0; i < 3; i++) { GameObject Sang = Instantiate(Resources.Load <GameObject>("Bloods"), new Vector3(transform.position.x + Random.Range(-1f, 1f), transform.position.y, transform.position.z + Random.Range(-1f, 1f)), transform.rotation); } } List <IAMovement> theEnnemies = new List <IAMovement>(); foreach (IAMovement item in actualRoom.Population.Keys) { theEnnemies.Add(item); } bool NotSeen = true; for (int i = 0; i < theEnnemies.Count; i++) { if (theEnnemies[i] != this && theEnnemies[i].myAction != Action.Paralysed && Vector3.Distance(transform.position, theEnnemies[i].transform.position) <= 10) { if (theEnnemies[i].myType == Type.Civilian) { theEnnemies[i].Fuite(); } else { if (PlayerInvolved) { NotSeen = false; if (theEnnemies[i].myAction != Action.Attack && theEnnemies[i].myAction != Action.Found) { theEnnemies[i].Found(); } } } } } if (Lethal && myType == Type.Civilian) { if (NotSeen && IAM.Poursuivants.Count == 0) { if (PlayerInvolved) { PM.GetComponentInChildren <aSkin>().LoadSkin(PM, SkinChemin); } if (IAM.theRedAlert) { IAM.EndAlert(); } } else if (!NotSeen && !IAM.theRedAlert) { IAM.RedAlert(); } Mort(); } }