using System.Collections; using System.Collections.Generic; using UnityEngine; public class EnemyController : MonoBehaviour { public float maxSpeed = 1f; public float speed = 1f; private Rigidbody2D rb2d; HealthBar health; PlayerController player; // Use this for initialization void Start () { rb2d = GetComponent(); health = GameObject.FindGameObjectWithTag("Health").GetComponent(); } // Update is called once per frame void FixedUpdate () { rb2d.AddForce(Vector2.right * speed); float limitedSpeed = Mathf.Clamp(rb2d.velocity.x, -maxSpeed, maxSpeed); rb2d.velocity = new Vector2(limitedSpeed, rb2d.velocity.y); if (rb2d.velocity.x > -0.01f && rb2d.velocity.x < 0.01f){ speed = -speed; rb2d.velocity = new Vector2(speed, rb2d.velocity.y); } if (speed < 0) { transform.localScale = new Vector3(1f, 1f, 1f); } else if (speed > 0){ transform.localScale = new Vector3(-1f, 1f, 1f); } } void OnTriggerEnter2D(Collider2D col){ if(col.gameObject.tag == "Fall"){ Destroy(gameObject); } } private void OnCollisionEnter2D(Collision2D col){ if (col.gameObject.tag == "Player"){ if (health.isHealing == false){ health.SendMessage("TakeDamage", 1); health.isHealing = true; } } if (col.gameObject.tag == "Bullet"){ Destroy(gameObject); } } }