enemy_eagle

using System.Collections;
using System.Collections.Generic;
using UnityEngine;

public class enemy_eagle : Enemy
{
    private Rigidbody2D rb;
    private LayerMask Ground;
//    private Animator anim;
//    private Collider2D Coll;
    private float up, down;

    public bool faceleft = true;
    public float speed;
    public Transform uppoint, downpoint;

    // Start is called before the first frame update
    protected override void Start()
    {
        base.Start();
        rb = GetComponent<Rigidbody2D>();
        anim = GetComponent<Animator>();
 //       Coll = GetComponent<Collider2D>();

        transform.DetachChildren();//断绝父项目和子项目的关系
        up = uppoint.position.y;
        down = downpoint.position.y;
        //已获得坐标点,删除
        Destroy(uppoint.gameObject);
        Destroy(downpoint.gameObject);
    }

    // Update is called once per frame
    void Update()
    {
     Movement();


    }
    void Movement()
    {
        if (faceleft == true)
        {
            rb.velocity = new Vector2(rb.velocity.x, speed);
            if (transform.position.y > up)
            {
                faceleft = false;
            }
        }
         else
        {
            rb.velocity = new Vector2(rb.velocity.x, -speed);
            if (transform.position.y < down)
            {
                faceleft = true;
            }
        }
    }

//    void Death()
//    {
//        Destroy(gameObject);
//    }

//    public void JumpOn()
//    {
////        Destroy(gameObject.GetComponent<CircleCollider2D>());
//        anim.SetTrigger("death");
//        print("debug!!!!!!!!!!!");
//    }

}

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转载自blog.csdn.net/qq_34751660/article/details/105615045