Made enemies shoot
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@@ -11,10 +11,14 @@ namespace InterfaceOff.WorldScene
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[SerializeField] private Rigidbody Body;
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[SerializeField] private GameObject RendererObject;
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[SerializeField] private GameObject ExplosionPrefab;
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[SerializeField] private LineRenderer BulletTracer;
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[SerializeField] private GameObject GunStart;
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[SerializeField] private GameObject Head;
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private Quaternion StartRotation;
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private Vector3 StartPosition;
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private bool StartedShooting;
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private bool WasAliveLastFrame;
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private bool Alive = true;
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@@ -32,6 +36,13 @@ namespace InterfaceOff.WorldScene
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WasAliveLastFrame = Alive;
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Alive = DeathIndex >= Player.FrameIndex;
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/* Checks if it is about to die or kill */
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if (DeathIndex == (Player.FrameIndex + 10) && !StartedShooting)
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{
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StartCoroutine(routine: ShootyShooty());
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StartedShooting = true;
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}
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/* Checks if it just died */
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if (!Alive && WasAliveLastFrame)
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{
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RendererObject.SetActive(true);
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Body.Sleep();
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}
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/* Check for resurrection */
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if (Alive && !WasAliveLastFrame)
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{
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StartedShooting = false;
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}
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}
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private IEnumerator ShootyShooty()
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{
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||||
BulletTracer.enabled = true;
|
||||
|
||||
for (int i = 0; i < 10; i++)
|
||||
{
|
||||
BulletTracer.SetPosition(0, Head.transform.position);
|
||||
BulletTracer.SetPosition(1, Player.transform.position);
|
||||
BulletTracer.SetPosition(2, GunStart.transform.position);
|
||||
|
||||
yield return new WaitForFixedUpdate();
|
||||
}
|
||||
|
||||
BulletTracer.enabled = false;
|
||||
}
|
||||
|
||||
private IEnumerator Suicide()
|
||||
|
||||
Reference in New Issue
Block a user