Enemy.cs 1.9 KB

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  1. using System.Collections;
  2. using System.Collections.Generic;
  3. using UnityEngine;
  4. public class Enemy : MonoBehaviour
  5. {
  6. [SerializeField]
  7. private GameObject powerDrop;
  8. [SerializeField]
  9. private PowerLevels powerLevel;
  10. private float power = 1.0f;
  11. private enum PowerLevels { VeryLow, Low, Medium, High, Full}
  12. private EnemyAI.BehaviorController behaviorController;
  13. private DayTimeManager dayTimeManager;
  14. private bool dead = false;
  15. void OnCollisionEnter(Collision collision)
  16. {
  17. if(!dead)
  18. {
  19. if (collision.collider.tag == "Bullet")
  20. {
  21. Death();
  22. }
  23. }
  24. }
  25. // Use this for initialization
  26. void Start ()
  27. {
  28. dayTimeManager = GameObject.FindObjectOfType<DayTimeManager>();
  29. behaviorController = new EnemyAI.BehaviorController();
  30. behaviorController.blackboard.navMeshAgent = GetComponent<UnityEngine.AI.NavMeshAgent>();
  31. }
  32. // Update is called once per frame
  33. void Update ()
  34. {
  35. if (!dead)
  36. {
  37. EnemyAI.Blackboard blackboard = behaviorController.blackboard;
  38. if (dayTimeManager.dayTimeLabel == DayTimeLabel.Night)
  39. {
  40. blackboard.Night = true;
  41. }
  42. else
  43. {
  44. blackboard.Night = false;
  45. }
  46. blackboard.PlayerPosition = GameObject.FindGameObjectWithTag("Player").transform.position;
  47. blackboard.EnemyPosition = transform.position;
  48. behaviorController.Update();
  49. }
  50. }
  51. private void Death()
  52. {
  53. dead = true;
  54. GetComponent<UnityEngine.AI.NavMeshAgent>().isStopped = true;
  55. GameObject go = GameObject.Instantiate(powerDrop);
  56. go.GetComponent<PowerDrop>().powerAmount = power;
  57. go.transform.position = gameObject.transform.position;
  58. GameObject.Destroy(gameObject);
  59. }
  60. }