using System.Collections; using System.Collections.Generic; using UnityEngine; public class BreakableObject : MonoBehaviour { EnemyAI enemyScript; [SerializeField] GameObject broken; [SerializeField] MeshRenderer mesh; BoxCollider box; Rigidbody rb; //int maxHP; bool paused; // Start is called before the first frame update void Start() { enemyScript = GetComponent(); //maxHP = enemyScript.HP; box = GetComponent(); rb = GetComponent(); } // Update is called once per frame //void Update() //{ // if (enemyScript.HP == maxHP) // { // //debug.log("Stage 0"); // } // else if (enemyScript.HP > maxHP * 2 / 3) // { // //debug.log("Stage 1"); // } // else if (enemyScript.HP > maxHP / 3) // { // //debug.log("Stage 2"); // } // else { // //debug.log("Stage 3"); // } //} private void Update() { paused = enemyScript.paused; if (paused) { if (!Gamemanager.Instance.playerScript.paused) { enemyScript.Pause(); //Debug.Break(); } } } private void OnCollisionEnter(Collision collision) { if (collision.gameObject.CompareTag("Enemy") && gameObject.layer == 0) { enemyScript.takeDamage(100); } } public void ChangeShape() { mesh.enabled = false; box.size = new Vector3(box.size.x, .1f, box.size.z); broken.SetActive(true); gameObject.layer = 5; Destroy(gameObject,2); } }