using System.Collections; using System.Collections.Generic; using UnityEngine; public class PatrollingEnemy : Enemy { public Transform[] path; public int currentPoint; public Transform currentGoal; public float roundingDistance; private Rigidbody2D myRigidbody; //public Transform target; public Animator anim; public int isKilled; //isKilled = 0 - mob ALIVE //isKilled = 1 - mob DEAD // Start is called before the first frame update void Start() { isKilled = PlayerPrefs.GetInt(enemyName); if(isKilled == 1) { gameObject.SetActive(false); } myRigidbody = GetComponent(); anim = GetComponent(); } // Update is called once per frame void Update() { if (Vector3.Distance(transform.position, path[currentPoint].position) > roundingDistance) { Vector3 temp = Vector3.MoveTowards(transform.position, path[currentPoint].position, moveSpeed * Time.deltaTime); //changeAnim(temp - transform.position); myRigidbody.MovePosition(temp); } else { changeGoal(); } //killing if(gameObject.active == false) { isKilled = 1; PlayerPrefs.SetInt(enemyName, isKilled); } } private void changeGoal() { if (currentPoint == path.Length - 1) { currentPoint = 0; currentGoal = path[0]; } else { currentPoint++; currentGoal = path[currentPoint]; } } }