using System.Collections; using System.Collections.Generic; using UnityEngine; using UnityEngine.UI; public class EnemyMovement : MonoBehaviour { Transform player; public UnityEngine.AI.NavMeshAgent nav; Rigidbody rb; public float enemyHpMax; //[HideInInspector] public float enemyHpCurrent; public Image enemyHealthBar; GameObject tmObject; TimeManager tm; public GameObject bttObject; BulletTimeTrigger btt; public GameObject deathEffect; void Awake () { enemyHpCurrent = enemyHpMax; player = GameObject.FindGameObjectWithTag ("Player").transform; tmObject= GameObject.FindGameObjectWithTag ("time_manager"); tm = tmObject.GetComponent (); rb = GetComponent (); btt = bttObject.GetComponent(); } void Update () { if (nav != null) { nav.SetDestination (player.position); } if (enemyHpCurrent <= 0f) { Instantiate (deathEffect, transform.position, transform.rotation); btt.RemoveEnemy (gameObject); Destroy (gameObject); } } public void TriggeredOnPlayer(){ nav = GetComponent (); rb.isKinematic = false; } void OnCollisionEnter(Collision col){ if(col.gameObject.tag=="Player"){ //tm.enemyIsDead = true; Instantiate (deathEffect, transform.position, transform.rotation); btt.RemoveEnemy (gameObject); Destroy(gameObject); } } }