Beispiel #1
0
 void Awake()
 {
     rb2d = GetComponent<Rigidbody2D>();
     enemyFireScript = GetComponent<BasicEnemyFire>();
     wanderScript = GetComponent<Wander>();
     colliderSize = GetComponent<BoxCollider2D>().size;
 }
 void Awake()
 {
     wanderScript = GetComponent<Wander>();
     fireScript = GetComponent<BasicEnemyFire>();
     rb2d = GetComponent<Rigidbody2D>();
     boxCollider2d = GetComponent<BoxCollider2D>();
 }
Beispiel #3
0
    void Awake()
    {
        enemyHealth = GetComponent<EnemyHealth>();
        spriteRenderer = GetComponent<SpriteRenderer>();
        firingScript = GetComponent<BasicEnemyFire>();

        ActivateGuard();
    }
Beispiel #4
0
    // Use this for initialization
    void OnEnable()
    {
        if (GetComponent <TrailRenderer>())
        {
            GetComponent <TrailRenderer>().Clear();
        }
        hopDelay   = Random.Range(0, hopWaitTime);
        EnemyFire  = GetComponent <BasicEnemyFire>();
        slitherDir = 1;

        if (player == null)
        {
            player = FindObjectOfType <PlaneFlight>().gameObject;
        }

        if (pHolder)
        {
            //print("Patrol extracted");
            patrol      = pHolder.patrol;
            patrolIndex = 0;
            float nearestDistance = 1000f;
            for (int i = 0; i < patrol.Length; ++i)
            {
                if ((transform.position - patrol[i].position).magnitude < nearestDistance)
                {
                    nearestDistance = (transform.position - patrol[i].position).magnitude;
                    patrolIndex     = i;
                }
            }
            target = patrol[patrolIndex].gameObject;
        }
        else if (followPlayer && player)
        {
            target = player;
        }
        else if (!target)
        {
            target = gameObject;
        }

        rb       = GetComponent <Rigidbody2D> ();
        planeMan = FindObjectOfType <PlaneManagement> ();
        if (followPlayer)
        {
            playerCollider = player.GetComponent <Collider2D>();
        }

        fighting = false;
        // for testing purposes, makes sure it's keeping track of the right plane manager
        Invoke("CheckAgain", .05f);

        if (followPlayer)
        {
            if (moveParent)
            {
                foreach (Collider2D child in transform.parent.GetComponentsInChildren <Collider2D>())
                {
                    Physics2D.IgnoreCollision(child, playerCollider, true);
                }
            }
            else
            {
                Physics2D.IgnoreCollision(GetComponent <Collider2D>(), playerCollider, true);
            }
        }
        originalOffset = offset;
        moving         = false;
        UpdateOffsets(true);
    }