UnityEngine.AI.NavMeshAgent nav; // Reference to the nav mesh agent. void Awake() { // Set up the references. player = GameObject.FindGameObjectWithTag("Player").transform; playerHealth = player.GetComponent <Potions_PlayerHealth> (); enemyHealth = GetComponent <Potions_EnemyHealth> (); nav = GetComponent <UnityEngine.AI.NavMeshAgent> (); }
float timer; // Timer for counting up to the next attack. void Awake() { // Setting up the references. player = GameObject.FindGameObjectWithTag("Player"); playerHealth = player.GetComponent <Potions_PlayerHealth> (); enemyHealth = GetComponent <Potions_EnemyHealth>(); anim = GetComponent <Animator> (); }
void Shoot() { // Reset the timer. timer = 0f; // Play the gun shot audioclip. gunAudio.Play(); // Enable the lights. gunLight.enabled = true; faceLight.enabled = true; // Stop the particles from playing if they were, then start the particles. gunParticles.Stop(); gunParticles.Play(); // Enable the line renderer and set it's first position to be the end of the gun. gunLine.enabled = true; gunLine.SetPosition(0, transform.position); // Set the shootRay so that it starts at the end of the gun and points forward from the barrel. shootRay.origin = transform.position; shootRay.direction = transform.forward; // Perform the raycast against gameobjects on the shootable layer and if it hits something... if (Physics.Raycast(shootRay, out shootHit, range, shootableMask)) { // Try and find an EnemyHealth script on the gameobject hit. Potions_EnemyHealth enemyHealth = shootHit.collider.GetComponent <Potions_EnemyHealth> (); // If the EnemyHealth component exist... if (enemyHealth != null) { // ... the enemy should take damage. enemyHealth.TakeDamage(damagePerShot, shootHit.point); } // Set the second position of the line renderer to the point the raycast hit. gunLine.SetPosition(1, shootHit.point); } // If the raycast didn't hit anything on the shootable layer... else { // ... set the second position of the line renderer to the fullest extent of the gun's range. gunLine.SetPosition(1, shootRay.origin + shootRay.direction * range); } }