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public GameObject water_baddie_back; - public GameObject water_baddie_left; - public GameObject water_baddie_right; + //public GameObject testChild001; + public string childFront; + public string childBack; + public string childLeft; + public string childRight; + private Transform front; + private Transform back; + private Transform left; + private Transform right; + + +// public GameObject water_baddie_front; +// public GameObject water_baddie_back; +// public GameObject water_baddie_left; +// public GameObject water_baddie_right; @@ -44,18 +54,18 @@ public class Enemy_StandardWeak : MonoBehaviour return V; } - // Use this for initialization + // Use this for initialization I DID IT! void Start () { StartCoroutine(EnemyBehavior()); - water_baddie_back = GameObject.Find("water_baddie_back"); - water_baddie_front = GameObject.Find("water_baddie_front"); - water_baddie_left = GameObject.Find("water_baddie_left"); - water_baddie_right = GameObject.Find("water_baddie_right"); - water_baddie_back.SetActive(false); - water_baddie_left.SetActive(false); - water_baddie_right.SetActive(false); - water_baddie_front.SetActive(true); + front = transform.FindChild(childFront); + back = transform.FindChild(childBack); + left = transform.FindChild(childLeft); + right = transform.FindChild(childRight); + left.gameObject.SetActive(false); + back.gameObject.SetActive(false); + front.gameObject.SetActive(true); + right.gameObject.SetActive(false); } // Update is called once per frame @@ -71,19 +81,50 @@ public class Enemy_StandardWeak : MonoBehaviour //initiallize and updates self direction Vector3 CurrentDirection = Vector3.right; #region CurrentDirection choose(need improvement) + //NEW!! setting facing stage 1 if(direction == EnemyDirection.up) + { CurrentDirection = Vector3.forward; + left.gameObject.SetActive(false); + back.gameObject.SetActive(false); + front.gameObject.SetActive(true); + right.gameObject.SetActive(false); + } else if(direction == EnemyDirection.down) + { CurrentDirection = Vector3.back; + left.gameObject.SetActive(false); + back.gameObject.SetActive(true); + front.gameObject.SetActive(false); + right.gameObject.SetActive(false); + } else if(direction == EnemyDirection.right) + { CurrentDirection = Vector3.right; + left.gameObject.SetActive(false); + back.gameObject.SetActive(false); + front.gameObject.SetActive(false); + right.gameObject.SetActive(true); + } else if(direction == EnemyDirection.left) + { CurrentDirection = Vector3.left; + left.gameObject.SetActive(true); + back.gameObject.SetActive(false); + front.gameObject.SetActive(false); + right.gameObject.SetActive(false); + } moveDirection = CurrentDirection * enemyMoveSpeed; #endregion //behavior implements based on mental state if (mentalstate == EnemyMentalState.idle) + { transform.Translate(0,0,0); + left.gameObject.SetActive(false); + back.gameObject.SetActive(false); + front.gameObject.SetActive(true); + right.gameObject.SetActive(false); + } else if (mentalstate == EnemyMentalState.moving) { //float amtToMove = enemyMoveSpeed * Time.deltaTime;