53 lines
1.2 KiB
C#
53 lines
1.2 KiB
C#
|
|
using UnityEngine;
|
||
|
|
|
||
|
|
public class EnemyAttack : MonoBehaviour
|
||
|
|
{
|
||
|
|
|
||
|
|
[SerializeField] private float attackRange = 5f;
|
||
|
|
[SerializeField] private float attackRate = 2f;
|
||
|
|
[SerializeField] private float attackDamage = 10f;
|
||
|
|
[SerializeField] private float attackAngle = 45f;
|
||
|
|
|
||
|
|
private float lastAttackTime = 0f;
|
||
|
|
|
||
|
|
// Start is called once before the first execution of Update after the MonoBehaviour is created
|
||
|
|
void Start()
|
||
|
|
{
|
||
|
|
}
|
||
|
|
|
||
|
|
// Update is called once per frame
|
||
|
|
void Update()
|
||
|
|
{
|
||
|
|
}
|
||
|
|
|
||
|
|
private void FixedUpdate()
|
||
|
|
{
|
||
|
|
|
||
|
|
}
|
||
|
|
|
||
|
|
private void OnTriggerEnter(Collider other)
|
||
|
|
{
|
||
|
|
|
||
|
|
}
|
||
|
|
|
||
|
|
private void OnTriggerStay(Collider other)
|
||
|
|
{
|
||
|
|
var player = other.GetComponent<PlayerMovement>();
|
||
|
|
|
||
|
|
if (player != null && Time.time - lastAttackTime > attackRate)
|
||
|
|
{
|
||
|
|
var health = other.GetComponent<HealthManager>();
|
||
|
|
if (health != null)
|
||
|
|
{
|
||
|
|
health.ModifyHealth(-attackDamage);
|
||
|
|
Debug.Log("Enemy attacked! Next attack in: " + (1f / attackRate) + " seconds");
|
||
|
|
lastAttackTime = Time.time;
|
||
|
|
}
|
||
|
|
}
|
||
|
|
}
|
||
|
|
|
||
|
|
private void OnTriggerExit(Collider other)
|
||
|
|
{
|
||
|
|
}
|
||
|
|
}
|