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currentHealth: 0 - healthText: {fileID: 1666646758} + OnHealthZero: + m_PersistentCalls: + m_Calls: [] + OnHealthChange: + m_PersistentCalls: + m_Calls: [] + minThreshold: 1 + squezeDamageScalor: 1 --- !u!114 &2026065164 MonoBehaviour: m_ObjectHideFlags: 0 @@ -2045,3 +2114,4 @@ SceneRoots: - {fileID: 781349954} - {fileID: 1365819705} - {fileID: 220016284} + - {fileID: 1241642033} diff --git a/Assets/Scripts/Enemy/EnemyProjectile.cs b/Assets/Scripts/Enemy/EnemyProjectile.cs index e62d6a2..6475ae4 100644 --- a/Assets/Scripts/Enemy/EnemyProjectile.cs +++ b/Assets/Scripts/Enemy/EnemyProjectile.cs @@ -4,7 +4,7 @@ using UnityEngine; public class EnemyProjectile : MonoBehaviour { - private GameObject target; + private Transform target; public float speed = 5f; public float projectileLifetime = 3f; Rigidbody2D rb; @@ -14,9 +14,7 @@ public class EnemyProjectile : MonoBehaviour } private void Update() { - target = GetComponent().target; - if (target != null) - FireProjectile(); + } void FireProjectile() { diff --git a/Assets/Scripts/Enemy/InstantiateOverTime.cs b/Assets/Scripts/Enemy/InstantiateOverTime.cs index 6cd6b13..54c641c 100644 --- a/Assets/Scripts/Enemy/InstantiateOverTime.cs +++ b/Assets/Scripts/Enemy/InstantiateOverTime.cs @@ -31,6 +31,7 @@ public class InstantiateOverTime : MonoBehaviour private float CanShootTime; public GameObject projectile; + public ShootingRange shootingRange; public List Patterns; BulletPatternSequence _CurrentSequence; @@ -41,7 +42,7 @@ public class InstantiateOverTime : MonoBehaviour private void Update() { - if (CanShootTime < Time.time) // We are allowed to shoot + if (CanShootTime < Time.time && shootingRange.inRange) // We are allowed to shoot { BulletPattern currentPattern = _CurrentSequence.sequence[_CurrentSequence.currentPattern]; @@ -57,7 +58,7 @@ public class InstantiateOverTime : MonoBehaviour p.transform.LookAt((Vector2)p.transform.position + cArc, new Vector3(0, 0, 1)); Vector3 r = p.transform.rotation.eulerAngles; p.transform.rotation = Quaternion.Euler(0, 0, r.z); - p.GetComponent().speed = currentPattern.Speed; + p.GetComponent().velocity = (GameObject.FindWithTag("Player").transform.position - transform.position).normalized * currentPattern.Speed; } CanShootTime = Time.time + currentPattern.Cooldown; diff --git a/Assets/Scripts/Enemy/ShootingRange.cs b/Assets/Scripts/Enemy/ShootingRange.cs index 2625d1b..2b56d5d 100644 --- a/Assets/Scripts/Enemy/ShootingRange.cs +++ b/Assets/Scripts/Enemy/ShootingRange.cs @@ -7,19 +7,18 @@ public class ShootingRange : MonoBehaviour public float range = 5f; public LayerMask playerLayer; public bool inRange = false; - - public GameObject target; void Update() { } private void OnTriggerEnter2D(Collider2D collision) { - if (collision.CompareTag("Player")) - { - inRange = true; - target = collision.GetComponent(); - } - else - inRange = false; + inRange = true; + Debug.Log("in range"); + + } + + private void OnTriggerExit2D(Collider2D collision) + { + inRange=false; } }