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EnemyController.cs
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EnemyController.cs
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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class EnemyController : MonoBehaviour {
public float speed = 6.0f;
public float gravity = 20.0f;
private SpriteRenderer mySpriteRenderer;
private CharacterController controller;
private Vector3 moveDirection = Vector3.zero;
private Animator Animator;
private bool faceLeft = true;
// Use this for initialization
void Start () {
mySpriteRenderer = GetComponent<SpriteRenderer>();
Animator = GetComponent<Animator>();
controller = GetComponent<CharacterController> ();
}
// Update is called once per frame
void Update () {
if (faceLeft) {
moveDirection.x = -speed;
} else {
moveDirection.x = speed;
}
if (controller.isGrounded) {
moveDirection.y = 0;
}
Animator.SetBool("grounded", controller.isGrounded);
//Animator.SetFloat ("speed", Mathf.Abs(Input.GetAxis ("Horizontal")));
moveDirection.y -= gravity * Time.deltaTime;
controller.Move(moveDirection * Time.deltaTime);
}
void OnTriggerEnter(Collider col) {
if (col.gameObject.tag == "TurnAround") {
faceLeft = !faceLeft;
mySpriteRenderer.flipX = false;
}
if (col.gameObject.tag == "TurnAroundRight") {
faceLeft = !faceLeft;
mySpriteRenderer.flipX = true;
}
}
void OnControllerColliderHit(ControllerColliderHit hit) {
if (hit.gameObject.tag == "Player") {
if (hit.normal.y < -0.7f) {
KillMe ();
} else {
PlayerController.S.KillPlayer ();
}
}
}
void KillMe() {
controller.enabled = false;
Destroy (this.gameObject);
PlayerController.S.BouncePlayer ();
}
}