private void Start() { enemyMove = GetComponent <enemyMove>(); enemyMove.enabled = false; rb = GetComponent <Rigidbody>(); StartCoroutine(Evade()); }
private void OnCollisionEnter(Collision other) { if (other.gameObject.CompareTag("enemy")) { //Destroy(other.gameObject); GameObject go = GameObject.Find(other.gameObject.name); enemyMove em = go.GetComponent <enemyMove>(); em.Injured(gm.m_date.playerAtk); gm.m_date.playerScore++; Destroy(this.gameObject); } }
// Start is called before the first frame update void Start() { rb.velocity = transform.right * speed; if (enemyObj == null) { enemyObj = GameObject.FindGameObjectWithTag("enemy"); } if (boxObj == null) { boxObj = GameObject.FindGameObjectWithTag("box"); } enemy = enemyObj.GetComponent <enemyMove> (); box = boxObj.GetComponent <boxDamage> (); }
// Update is called once per frame void Update() { switch (enemymove) { case enemyMove.Right: transform.Translate(Speed, 0, 0); if (transform.position.x >= 8) { enemymove = enemyMove.Up; } break; case enemyMove.Up: transform.Translate(0, Speed, 0); if (transform.position.y >= 4) { enemymove = enemyMove.Left; } break; case enemyMove.Left: transform.Translate(-Speed, 0, 0); if (transform.position.x <= -8) { enemymove = enemyMove.Down; } break; case enemyMove.Down: transform.Translate(0, -Speed, 0); if (transform.position.y <= -4) { enemymove = enemyMove.Right; } break; } }
// Use this for initialization void Start() { lastTime = Time.time;//这里好像有问题,应该改掉 enemymove = this.GetComponentInParent <enemyMove>(); }