diff --git a/Assets/Scripts/Pet/AnglerAttack.cs b/Assets/Scripts/Pet/AnglerAttack.cs index 7d6d06050fefb41628d15184c16d733b3c0c2e5a..dbc5a79186600e68a0f25a8ce800bfc0fc98e622 100644 --- a/Assets/Scripts/Pet/AnglerAttack.cs +++ b/Assets/Scripts/Pet/AnglerAttack.cs @@ -47,7 +47,10 @@ public class AnglerAttack : MonoBehaviour shootRay.direction = transform.forward; if (timer >= timeBetweenBullets && !GameControl.control.cantShoot && Physics.Raycast(shootRay, out shootHit, range, shootableMask)) { - Shoot(); + if (!shootHit.collider.CompareTag("Player")) + { + Shoot(); + } } if (timer >= timeBetweenBullets * effectsDisplayTime) diff --git a/Assets/Scripts/Pet/PetMovement.cs b/Assets/Scripts/Pet/PetMovement.cs index 1cdb399e508686a6dbd7e8441555ff4627c93ce8..7791e1e09a4092e653c5520c41fbc97f555ecf1b 100644 --- a/Assets/Scripts/Pet/PetMovement.cs +++ b/Assets/Scripts/Pet/PetMovement.cs @@ -51,6 +51,13 @@ public class PetMovement : MonoBehaviour if (enemyHealth.currentHealth > 0) { nav.SetDestination (enemyPosition.position); + var damping = 2; + var target = enemy.transform; + + var lookPos = target.position - transform.position; + lookPos.y = 0; + var rotation = Quaternion.LookRotation(lookPos); + transform.rotation = Quaternion.Slerp(transform.rotation, rotation, Time.deltaTime * damping); } } else diff --git a/Assets/Scripts/Player/PlayerHealth.cs b/Assets/Scripts/Player/PlayerHealth.cs index f943ad08ba3e54d2f0e2bef63639815033b43dae..0bbb2a7bc87b99b7ce8ce7d538677fff87b22a99 100644 --- a/Assets/Scripts/Player/PlayerHealth.cs +++ b/Assets/Scripts/Player/PlayerHealth.cs @@ -69,6 +69,8 @@ public class PlayerHealth : MonoBehaviour damaged = false; frozen = false; + + healthSlider.value = currentHealth; } public void TakeDamage(int amount)