using System.Collections; using System.Collections.Generic; using UnityEngine; using UnityEngine.UI; public class Enemie_Movement_Kamikaze : MonoBehaviour { public float speed = 3f; // Bewegungsgeschwindigkeit private Transform player; // Referenz auf den Spieler public int life = 2; private Slider slider; public GameObject uiElement; Enemie_Spawn_System enemie_Spawn_System; [SerializeField] float dmg = 0.0f; void Start() { // Spieler-Objekt finden player = GameObject.FindGameObjectWithTag("Starship").transform; slider = FindObjectOfType(); enemie_Spawn_System = GameObject.Find("Enemie_Spawner_System").GetComponent(); } void Update() { if (player == null) return; // Falls kein Spieler gefunden wurde, nichts tun // 1. Richtung zum Spieler berechnen Vector2 direction = (player.position - transform.position).normalized; // 2. Gegner drehen (damit er den Spieler anvisiert) float angle = Mathf.Atan2(direction.y, direction.x) * Mathf.Rad2Deg; transform.rotation = Quaternion.Euler(0, 0, angle - 90); // 3. Bewegung zum Spieler transform.position = Vector2.MoveTowards(transform.position, player.position, speed * Time.deltaTime); } private void OnTriggerEnter2D(Collider2D other) { if (other.CompareTag("Player Bullet")) { Bullet_movement bulletScript = other.gameObject.GetComponent(); if (bulletScript != null) { life--; Debug.Log("Gegner Getroffen! -2"); if (life <= 0) { Destroy(gameObject); enemie_Spawn_System.ChangeEnemyCounter(-1); } } } if (other.CompareTag("Starship")) { Destroy(gameObject); enemie_Spawn_System.ChangeEnemyCounter(-1); slider.value -= dmg; } if (other.CompareTag("Starship") && slider.value <= 0f) // zerstört das Starship bei 0hp oder weniger { Destroy(other.gameObject); //ChangeEnemyCounter(-1); if (other.CompareTag("Dead")) { uiElement.SetActive(true); } } } }