// Update is called once per frame void Update() { if (_alive) { timer += Time.deltaTime; if (timer >= wanderTimer) { Vector3 newPos = RandomNavSphere(transform.position, wanderRadius, -1); agent.SetDestination(newPos); anim.SetBool("isIdle", false); anim.SetBool("isWalking", true); timer = 0; } if (transform.position.y < -1) { Destroy(this.gameObject); GameObject s = GameObject.FindGameObjectWithTag("Respawn"); Spawning sp = s.GetComponent <Spawning> (); sp.decrementCounter(); } anim.SetBool("isWalking", false); anim.SetBool("isIdle", true); } }
// Use this for initialization public void ReactToHit() { if (shotcounter == 1) { Shooting behavior = GetComponent <Shooting> (); if (behavior != null) { behavior.SetAlive(false); } WanderingNPC b = GetComponent <WanderingNPC> (); if (b != null) { b.SetAlive(false); } GameObject s = GameObject.FindGameObjectWithTag("Respawn"); Spawning sp = s.GetComponent <Spawning> (); sp.decrementCounter(); StartCoroutine(Die()); } else { shotcounter++; } }