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Platformer/Platformer/Assets/Enemy2.cs
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using System.Collections; | |
using System.Collections.Generic; | |
using UnityEngine; | |
using UnityEngine.UI; | |
public class Enemy2 : MonoBehaviour | |
{ | |
//Basically the same script as the other enemies | |
//Health | |
public float maxHealth = 75; //health | |
public float currentHealth; | |
//Health bar UI | |
public GameObject healthBarUI; | |
public Slider slider; | |
public GameObject enemie; | |
public Transform ghost; | |
//not used | |
public int Shurikendamage = 10; | |
public GameObject score; //shuriken | |
//references | |
public GameObject bullet; | |
public Transform shotSpawn; | |
public float fireRate; | |
private float nextFire; | |
void Start() | |
{ | |
//ghost position there so it can drop score there | |
currentHealth = maxHealth; | |
slider.value = CalculateHealth(); | |
ghost.position = new Vector3(ghost.position.x, ghost.position.y, ghost.position.z); | |
fireRate = 3f; | |
nextFire = Time.time; | |
} | |
void Update() | |
{ | |
//failed attempt at healthbar being inactive on start | |
slider.value = CalculateHealth(); | |
if (currentHealth < maxHealth) | |
{ | |
healthBarUI.SetActive(true); | |
} | |
CheckIfTimeToFire(); | |
} | |
//can he fire | |
void CheckIfTimeToFire() | |
{ | |
if (Time.time > nextFire) | |
{ | |
Instantiate(bullet, shotSpawn.position, shotSpawn.rotation); | |
nextFire = Time.time + fireRate; | |
} | |
} | |
//take damage function | |
public void TakeDamage(int damage) | |
{ | |
healthBarUI.SetActive(true); | |
currentHealth -= damage; | |
slider.value = CalculateHealth(); | |
//Hurt Animation | |
SoundManagerScript.PlaySound("GhostHurt"); | |
if (currentHealth <= 0) | |
{ | |
Instantiate(score, new Vector3(ghost.position.x, ghost.position.y, ghost.position.z), Quaternion.identity); | |
Die(); | |
} | |
} | |
void Die() | |
{ | |
Destroy(enemie); | |
} | |
//collide with bullet | |
private void OnTriggerEnter2D(Collider2D other) | |
{ | |
if (other.gameObject.CompareTag("Bullet")) | |
{ | |
other.gameObject.SetActive(false); | |
TakeDamage(Shurikendamage); | |
healthBarUI.SetActive(true); | |
slider.value = CalculateHealth(); | |
SoundManagerScript.PlaySound("GhostHurt"); | |
} | |
} | |
float CalculateHealth() | |
{ | |
return currentHealth / maxHealth; | |
} | |
} |