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using UnityEngine;
using System.Collections;
public class EnemyFireScript : MonoBehaviour {
public float FireRate = 1f;
float fireCounter;
bool PlayerInRange = false;
bool IsBulletTopDown = true;
public GameObject Bullet;
public float BulletSpeed ;
AudioSource EnemyFireAudio;
void Start ()
{
EnemyFireAudio = GameObject.FindGameObjectWithTag("EnemyFireAudio").GetComponent<AudioSource>();
}
void Update ()
{
fireCounter += Time.deltaTime;
if (fireCounter >= FireRate && PlayerInRange)
{
fireCounter = 0;
EnemyFireAudio.Play();
if (IsBulletTopDown)
{
Fire1();
}
else
{
Fire2();
}
IsBulletTopDown = !IsBulletTopDown;
}
}
void Fire1()
{
var Bullet1 = Instantiate(Bullet, gameObject.transform.position, Quaternion.identity) as GameObject;
Bullet1.GetComponent<Rigidbody2D>().velocity = Vector2.up * BulletSpeed;
var Bullet2 = Instantiate(Bullet, gameObject.transform.position, Quaternion.identity) as GameObject;
Bullet2.GetComponent<Rigidbody2D>().velocity = Vector2.right * BulletSpeed;
var Bullet3 = Instantiate(Bullet, gameObject.transform.position, Quaternion.identity) as GameObject;
Bullet3.GetComponent<Rigidbody2D>().velocity = Vector2.down * BulletSpeed;
var Bullet4 = Instantiate(Bullet, gameObject.transform.position, Quaternion.identity) as GameObject;
Bullet4.GetComponent<Rigidbody2D>().velocity = Vector2.left * BulletSpeed;
Destroy(Bullet1, 1.5f);
Destroy(Bullet2, 1.5f);
Destroy(Bullet3, 1.5f);
Destroy(Bullet4, 1.5f);
}
void Fire2()
{
var Bullet1 = Instantiate(Bullet, gameObject.transform.position, Quaternion.identity) as GameObject;
Bullet1.GetComponent<Rigidbody2D>().velocity = new Vector2(1,1) * BulletSpeed;
var Bullet2 = Instantiate(Bullet, gameObject.transform.position, Quaternion.identity) as GameObject;
Bullet2.GetComponent<Rigidbody2D>().velocity = new Vector2(-1, 1) * BulletSpeed;
var Bullet3 = Instantiate(Bullet, gameObject.transform.position, Quaternion.identity) as GameObject;
Bullet3.GetComponent<Rigidbody2D>().velocity = new Vector2(-1, -1) * BulletSpeed;
var Bullet4 = Instantiate(Bullet, gameObject.transform.position, Quaternion.identity) as GameObject;
Bullet4.GetComponent<Rigidbody2D>().velocity = new Vector2(1, -1) * BulletSpeed;
Destroy(Bullet1, 1.5f);
Destroy(Bullet2, 1.5f);
Destroy(Bullet3, 1.5f);
Destroy(Bullet4, 1.5f);
}
void OnTriggerEnter2D(Collider2D other)
{
var player = other.gameObject.GetComponentInParent<PlayerHealthScript>();
if (player != null)
{
PlayerInRange = true;
}
}
void OnTriggerExit2D(Collider2D other)
{
var player = other.gameObject.GetComponentInParent<PlayerHealthScript>();
if (player != null)
{
PlayerInRange = false;
}
}
}
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