using System.Collections; using System.Collections.Generic; using Unity.VisualScripting; using UnityEngine; using UnityEngine.UI; using UnityEngine.SceneManagement; public class Bullet_movement_Enemy : MonoBehaviour { [SerializeField] float dmg = 0.0f; [SerializeField] private float verticalSpeed = 15.0f; public float remainInAir = 1.0f; private float counter = 0f; private Slider slider; private GameObject uiElement; // Start is called before the first frame update void Start() { slider = FindObjectOfType(); //Findet den ersten slider in der scene - hier den Healthbar } // Update is called once per frame void Update() { Movement(); } private void Movement() { transform.Translate(Vector3.up * Time.deltaTime * verticalSpeed); // bullet geschwindigkeit counter += Time.deltaTime; if (counter >= remainInAir) { Destroy(gameObject); } } private void OnTriggerEnter2D(Collider2D other) { if (other.CompareTag("Starship")) { Destroy(gameObject); // berechnet den dmg slider.value -= dmg; } if (other.CompareTag("Starship") && slider.value <= 0f) // zerstört das Starship bei 0hp oder weniger { other.gameObject.GetComponent().onDeathUI(); Destroy(other.gameObject); if(other.gameObject.CompareTag("Dead")) { uiElement.SetActive(true); } if (other.gameObject.CompareTag("Score")) { uiElement.SetActive(false); } if (other.gameObject.CompareTag("Highscore")) { uiElement.SetActive(false); } if (other.gameObject.CompareTag("RoundCounter")) { uiElement.SetActive(false); } if (other.gameObject.CompareTag("EnemiesLeft")) { uiElement.SetActive(false); } } } }