using System.Collections; using UnityEngine; namespace AsteroidGame.Entities.Enemies { public class EnemyMovement : MonoBehaviour { [Header("Parameters")] [SerializeField] [Range(0f, 5f)] float _speed = 1f; [SerializeField] int _damage = 1; // [SerializeField] EnemyHandler enemyHandler; // [SerializeField] ScoreHandler scoreHandler; Vector3 _startPosition; Vector3 _endPosition; float _travelPercent = 0f; private IEnumerator _followPath; void Awake() { // enemyHandler = FindObjectOfType(); // scoreHandler = FindObjectOfType(); } void OnEnable() { // enemyHandler.AddEnemyToAllEnemies(gameObject); } void RecalculatePath() { if (_followPath != null) { //Debug.Log("Stopping Coroutine"); StopCoroutine(_followPath); } } void HandleReachedEndOfPath() { // scoreHandler.ModifyHealth(-damage); // scoreHandler.ModifyWealth(-100); // enemyHandler.RemoveEnemy(gameObject); //Destroy(gameObject); gameObject.SetActive(false); } private Vector3 GetVector3(Vector2Int coord) { return new Vector3((float)coord.x, 0f, (float)coord.y) * 10f; } } }