Files
2021-02-04 23:32:16 +01:00

83 lines
1.6 KiB
C#

using UnityEngine;
using System.Collections;
public class Monster_lvl1 : MonoBehaviour {
[SerializeField]
private GameObject player;
[SerializeField]
private GameObject eyes;
[SerializeField]
private bool eyesOpen;
[SerializeField]
private GameObject bowl;
public GameObject[] SoundsEmitters;
public bool canEat;
private GameObject soundEmitter;
private UnityEngine.AI.NavMeshAgent agent;
private bool gotoBowl;
void Start ()
{
soundEmitter = Instantiate (SoundsEmitters [0], transform.position, Quaternion.identity) as GameObject;
soundEmitter.transform.SetParent (transform);
gotoBowl = false;
agent = GetComponent<UnityEngine.AI.NavMeshAgent> ();
canEat = false;
}
void Update ()
{
eyes.transform.LookAt (player.transform);
if (eyesOpen)
eyes.SetActive (true);
else
eyes.SetActive (false);
if ( bowl.GetComponent<Bowl> ().isFull )
agent.SetDestination (bowl.transform.position);
if (bowl.GetComponent<Bowl> ().isFull && !gotoBowl) {
//eyesOpen = true;
gotoBowl = true;
Destroy (soundEmitter);
soundEmitter = Instantiate (SoundsEmitters [1], transform.position, Quaternion.identity) as GameObject;
}
if (Vector3.Distance (transform.position, bowl.transform.position) < 2) {
Destroy (soundEmitter);
soundEmitter = Instantiate (SoundsEmitters [2], transform.position, Quaternion.identity) as GameObject;
canEat = true;
}
}
void OnTriggerEnter(Collider other) {
if (other.tag == "Player") {
other.GetComponent<PlayerInteraction> ().Die ();
Destroy (soundEmitter);
}
}
}