using System.Collections; using System.Collections.Generic; using UnityEngine; public class Enemy : MonoBehaviour { public Vector3 targetPos; public Level_Manager levelManager; public static int enemyDeadCount; public float speed; public float moveSpeed; public float Pause; public int Health; public int Kamikaze; private GameObject bunker; private Transform targetTransform; private bool enemy; void Start () { Target(); LookAt(); levelManager = GameObject.FindObjectOfType(); } void Update () { LookAt(); Pause -= Time.deltaTime; if (Health <= 0) { enemyDeadCount++; if(enemyDeadCount >= 100){ SimulateWin(); Debug.Log("Kills Reached"); } Destroy(gameObject); } //Debug.Log("EnemyDead" + (enemyDeadCount)); } void LookAt () { Vector3 vectorToTarget = targetTransform.position - transform.position; float angle = Mathf.Atan2(vectorToTarget.y, vectorToTarget.x) * Mathf.Rad2Deg; Quaternion q = Quaternion.AngleAxis(angle, Vector3.forward); transform.rotation = Quaternion.Slerp(transform.rotation, q, Time.deltaTime * speed); transform.position = Vector3.MoveTowards (transform.position, targetPos, moveSpeed * Time.deltaTime); } void Target () { bunker = GameObject.Find("Bunker"); targetTransform = bunker.transform; } void OnTriggerEnter2D(Collider2D collision) { if (collision.gameObject.tag == "Deflector") { gameObject.GetComponent().Health = gameObject.GetComponent().Health - 1000; } else if (collision.gameObject.tag == "Bunker") { Bunker.Health = Bunker.Health - Kamikaze; Destroy(gameObject); } } void SimulateWin () { levelManager.LoadNextLevel(); } }