void Awake() { player = GameObject.FindGameObjectWithTag("Player").transform; playerHealth = player.GetComponent <playerHP> (); enemyHealth = GetComponent <enemyHP> (); nav = GetComponent <NavMeshAgent> (); attack = GetComponent <enemyAttack> (); }
void Awake () { player = GameObject.FindGameObjectWithTag ("Player").transform; playerHealth = player.GetComponent <playerHP> (); enemyHealth = GetComponent <enemyHP> (); nav = GetComponent <NavMeshAgent> (); attack = GetComponent <enemyAttack> (); animator = GetComponent<Animator> (); }
// Update is called once per frame void FixedUpdate() { if (einfo.thisInfo.IsDead) { InventoryMG.instance.Goodsbag.coin.itemHeld += 10; if (collectObject != null) { GameObject collect = Instantiate(collectObject, transform.position, new Quaternion(0, 0, 0, 1)); collectObject = null; } Destroy(this.gameObject, 1.0f); } //寻路 if (path == null | target == null) { return; } float dis = Vector2.Distance(target.position, rigidbody2d.position); if (dis > maxSearchDis) { return; } if (currentWayPoint >= path.vectorPath.Count || dis <= nextWayPointDistance) { reachEndofPath = true; return; } else { reachEndofPath = false; } if (reachEndofPath) { return; } Vector2 dir = ((Vector2)(path.vectorPath[currentWayPoint]) - rigidbody2d.position).normalized; rigidbody2d.velocity = dir * moveSpeed; dis = Vector2.Distance(path.vectorPath[currentWayPoint], rigidbody2d.position); if (dis <= nextWayPointDistance) { currentWayPoint++; //Debug.LogFormat("current way point {0} distance {1}", currentWayPoint, dis); } if (einfo.thisInfo.Type != enemyInfo.Type.boss) { return; } if (Time.time - lastAttackTime > attackHoldTime) { isAttack = false; } if (Time.time - lastAttackTime > attackRestTime && !isAttack) { atk = Instantiate(Resources.Load("enemy/enemyAttack", typeof(enemyAttack))) as enemyAttack; atk.E = this; Vector2 atkPos = collider.ClosestPoint((Vector2)(target.position)); atk.GetComponent <Transform>().position = new Vector3(atkPos.x, atkPos.y, 0); atkDir = (target.position - this.transform.position).normalized; isAttack = true; lastAttackTime = Time.time; Destroy(atk.gameObject, attackHoldTime); } if (isAttack) { atk.GetComponent <Rigidbody2D>().velocity = rigidbody2d.velocity + atkMoveSpeed * (Vector2)atkDir; //Debug.LogFormat("enemy attack velocity {0}", atk.GetComponent<Rigidbody2D>().velocity); } else if (atk) { Destroy(atk.gameObject, 0.3f); } animator.SetBool("is_attack", isAttack); animator.SetBool("is_dead", einfo.thisInfo.IsDead); //攻击 //atk.Attack(target); }