void OnEnable() { currentTargetPos = UtilitiesMethods.XYRandomVector3(X_MIN_SPAWN_POS, X_MAX_SPAWN_POS, Y_MIN_SPAWN_POS, Y_MAX_SPAWN_POS, transform.position.z); spr.material.color = GameAssets.i.defaultSprite.color; col.enabled = true; countTimeBtwShoot = DifficultyController.instance.shooterTimeBtwShoots; health = DifficultyController.instance.shooterHealth; defeated = false; }
void EnemyMovement() { if (!defeated) { if (arrivedPos == false && countWaitTime <= 0) { transform.position = Vector2.MoveTowards(transform.position, currentTargetPos, DifficultyController.instance.shooterSpeed * Time.deltaTime); if (transform.position == currentTargetPos) { arrivedPos = true; countWaitTime = DifficultyController.instance.shooterWaitTime; } } else if (countWaitTime > 0) { countWaitTime -= Time.deltaTime; } else { currentTargetPos = UtilitiesMethods.XYRandomVector3(X_MIN_SPAWN_POS, X_MAX_SPAWN_POS, Y_MIN_SPAWN_POS, Y_MAX_SPAWN_POS, transform.position.z); arrivedPos = false; } } }