Dark_Matter/Assets/Scripts/Gegner/Enemie_Movement_Panzer.cs

75 lines
2.5 KiB
C#

using System.Collections;
using System.Collections.Generic;
using Unity.VisualScripting;
using UnityEngine;
public class Enemie_Movement_Panzer : MonoBehaviour
{
public float speed = 3f; // Bewegungsgeschwindigkeit
public float shootingInterval = 2f; // Schuss-Intervall
public GameObject bulletPrefab; // Projektil-Objekt
public Transform firePointA; // Punkt, von dem die Kugeln abgefeuert werden
public Transform firePointB;
public Transform firePointC;
public int life = 20;
Enemie_Spawn_System enemie_Spawn_System;
private Transform player; // Referenz auf den Spieler
void Start()
{
// Spieler-Objekt finden
player = GameObject.FindGameObjectWithTag("Starship").transform;
// Starte das Schießen in Intervallen
InvokeRepeating(nameof(Shoot), shootingInterval, shootingInterval);
enemie_Spawn_System = GameObject.Find("Enemie_Spawner_System").GetComponent<Enemie_Spawn_System>();
}
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);
}
void Shoot()
{
if (bulletPrefab != null && firePointA != null && firePointB != null && firePointC != null)
{
Instantiate(bulletPrefab, firePointA.position, firePointA.rotation);
Instantiate(bulletPrefab, firePointB.position, firePointB.rotation);
Instantiate(bulletPrefab, firePointC.position, firePointC.rotation);
}
}
private void OnTriggerEnter2D(Collider2D other)
{
if (other.CompareTag("Player Bullet"))
{
Bullet_movement bulletScript = other.gameObject.GetComponent<Bullet_movement>();
if (bulletScript != null)
{
life--;
Debug.Log("Gegner Getroffen! -2");
if (life <= 0)
{
Destroy(gameObject);
enemie_Spawn_System.ChangeEnemyCounter(-1);
}
}
}
}
} //chat gpt modified, nicht komplett generiert