Files
JourneyProject/Assets/Scripts/ThrowerEnemy.cs
Garrett Kaiser a057798e3e GUN NO ROTATE :(
2025-11-17 15:30:29 -08:00

85 lines
2.0 KiB
C#

using UnityEngine;
using UnityEngine.AI;
public class ThrowerEnemy : MonoBehaviour
{
public float hp;
public float hurtAmount;
public MeshRenderer MeshRenderer;
public Material def;
public Material hur;
public bool isInside;
public float playerDistance;
public GameObject GunThrow;
public bool canThrow = false;
public float throwTimer = 5;
private NavMeshAgent agent;
public Transform target;
// Start is called once before the first execution of Update after the MonoBehaviour is created
void Start()
{
MeshRenderer = GetComponent<MeshRenderer>();
agent = GetComponent<NavMeshAgent>();
}
// Update is called once per frame
void Update()
{
agent.SetDestination(target.position);
if (hp < 0)
{
Destroy(gameObject);
}
if (!isInside && hp != 0)
MeshRenderer.material = def;
if (!canThrow)
{
throwTimer -= Time.deltaTime;
if (throwTimer < 0)
{
canThrow = true;
throwTimer = 5;
}
}
}
void FixedUpdate()
{
playerDistance = Vector3.Distance(transform.position, target.position);
if (playerDistance < 25 && canThrow)
{
Instantiate(GunThrow, transform.position, Quaternion.identity);
canThrow = false;
}
}
private void LateUpdate()
{
if (hp == 0)
hp -= 1;
isInside = false;
}
public void OnTriggerEnter(Collider other)
{
if (other.gameObject.tag == "Sword")
{
hp -= hurtAmount;
MeshRenderer.material = hur;
}
}
public void OnTriggerStay(Collider other)
{
if (other.gameObject.tag == "Sword")
isInside = true;
}
public void OnTriggerExit(Collider other)
{
if (other.gameObject.tag == "Sword" && hp != 0)
MeshRenderer.material = def;
}
}