[SerializeField]
GameObject bossTriggerObj;
- BossTrigger bossTrigger;
-
public int bossHealth;
public int numberOfHearts;
+ public bool bossfight = false;
public Image[] bossHearts;
public Sprite fullHeart;
public Sprite emptyHeart;
- // Start is called before the first frame update
- void Start()
- {
- bossTrigger = bossTriggerObj.GetComponent<BossTrigger>();
- }
-
// Update is called once per frame
void Update()
{
- if(bossTrigger.bossFight == true)
+ if(bossfight)
{
bossText.enabled = true;
bossText.text = bossName;
- } else
+ GetComponent<FollowPlayer>().enabled = true;
+ }
+ else
{
bossText.enabled = false;
+ GetComponent<FollowPlayer>().enabled = false;
}
if (bossHealth > numberOfHearts)
bossHearts[i].enabled = false;
}
- if(bossTrigger.bossFight == false)
+ if(!bossfight)
{
bossHearts[i].enabled = false;
}
}
- if (bossHealth == 0)
+ if (bossHealth <= 0)
{
gameObject.SetActive(false);
bossText.enabled = false;
}
}
- //Bei Beruehrung mit der Schere oder der Maus wird die Gesundheit um 1 verringert
- public void OnTriggerEnter2D(Collider2D collision)
+ //Bei Beruehrung mit der Schere wird die Gesundheit um 1 verringert
+ public void OnCollisionEnter2D(Collision2D collision)
{
- if (bossTrigger.bossFight == true)
+ if (bossfight)
{
if (collision.gameObject.CompareTag("Bullet"))
{