Inheritance: MonoBehaviour
Beispiel #1
0
    void Fire()
    {
        readyTime = Time.time + cooldownSecs;
        RaycastHit hitInfo;

        if (!Physics.Raycast(transform.position, transform.forward, out hitInfo, 100, layermask))
        {
            Debug.Log("Plunger Hit Nothing");
            return; //nothing hit
        }
        EnemyNavigation enemy          = hitInfo.transform.GetComponentInParent <EnemyNavigation>();
        Rigidbody       enemyRigidbody = hitInfo.transform.GetComponentInParent <Rigidbody>();
        Health          enemyHealth    = hitInfo.transform.GetComponentInParent <Health>();

        Debug.Log(hitInfo.transform);

        if (enemy == null || enemyRigidbody == null || enemyHealth == null)
        {
            return; //hit a wall, or something
        }

        if (!enemyHealth.Damage(damage, teamReference))
        {
            return; //target is invulnerable
        }

        Instantiate(impactVFX, hitInfo.point, Quaternion.identity);
        enemy.DisableNavigation(stunDuration);
        enemyRigidbody.velocity -= 20 * transform.forward;

        /*
         * enemyRigidbody.AddForce(0, 0, upwardForce, ForceMode.VelocityChange);
         * enemyRigidbody.AddForce(pullForce * (transform.position - enemyRigidbody.position).normalized, ForceMode.VelocityChange);
         * */
    }
Beispiel #2
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 private void Awake()
 {
     normalState  = transform.FindDeepChild("Normal").gameObject;
     ragdollState = transform.FindDeepChild("Ragdoll").gameObject;
     m_Navigation = GetComponent <EnemyNavigation>();
     m_Agent      = GetComponent <NavMeshAgent>();
 }
 // Use this for initialization
 void Start()
 {
     textyPoo     = FindObjectOfType <ManaText>();
     mana         = GameObject.FindGameObjectWithTag("SceneManager").GetComponent <Mana>();
     enemycounter = GameObject.FindGameObjectWithTag("SceneManager").GetComponent <EnemyCounter>();
     sm           = GameObject.FindGameObjectWithTag("SceneManager").GetComponent <SM_tower_defense>();
     nav          = GetComponent <EnemyNavigation>();
     enemycounter.register(gameObject);
 }
Beispiel #4
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    private void FixedUpdate()
    {
        if (!started)
        {
            return;
        }

        if (wait)
        {
            //Debug.Log("Waiting to start spawning");
            if (Time.fixedTime - waitingStarted > currentBatch.waitTime)
            {
                wait = false;
            }
        }
        else if (enemiesSpawned < currentBatch.enemyCount)
        {
            //Debug.Log("Spawning now " + Time.fixedTime);
            if (Time.fixedTime - lastSpawned > currentBatch.spawnTime)
            {
                GameObject      enemy = pool.ActivateObject(spawnPoint.position);
                EnemyNavigation nav   = enemy.GetComponent <EnemyNavigation>();
                Goblin          gob   = enemy.GetComponent <Goblin>();

                if (nav != null)
                {
                    nav.SetTarget(baseTower);
                }

                if (gob != null)
                {
                    gob.Initialize();
                }

                lastSpawned = Time.fixedTime;
                enemiesSpawned++;
            }
        }
        else
        {
            currentBatchIndex++;
            if (wave.batches.Count > currentBatchIndex)
            {
                currentBatch = wave.batches[currentBatchIndex];
                GameObject prefab = enemyConfig.Enemies.Where(x => x.type == currentBatch.enemyType).First().prefab;
                pool           = ObjectPooler.GetPool(prefab);
                wait           = true;
                waitingStarted = Time.fixedTime;
                enemiesSpawned = 0;
            }
            else
            {
                started = false;
            }
        }
    }
Beispiel #5
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    public void spawnParent(Vector2[] navPoints)
    {
        GameObject enemyParent = Instantiate(enemy);

        enemyParent.transform.position = transform.position + spawnLocation;
        EnemyNavigation en = enemyParent.GetComponent <EnemyNavigation>();

        en.speed     = 3f;
        en.navPoints = navPoints;
    }
Beispiel #6
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        public void newMonster()
        {
            GameObject monsterInstance = Instantiate(monster, transform.position, Quaternion.identity);

            monsterInstance.GetComponent <Health>().monsterSpawner = this.gameObject;
            EnemyNavigation enemyNavigation = monsterInstance.GetComponent <EnemyNavigation>();

            enemyNavigation.spawnObject  = this.gameObject;
            enemyNavigation.playerObject = GameObject.FindGameObjectWithTag("Player");
        }
    public void ReactToHit()
    {
        WanderingAI     behavior = GetComponent <WanderingAI> ();
        EnemyNavigation access   = GetComponent <EnemyNavigation> ();

        if (behavior != null)
        {
            behavior.SetAlive(false);
        }
        StartCoroutine(Die());
    }
    public void Slow(float time)
    {
        EnemyNavigation nav = gameObject.GetComponent <EnemyNavigation>();

        if (nav)
        {
            nav.Speed     *= 0.5f;
            slowEffectTime = time * effectEffiency;
            isSlowed       = true;
        }
    }
Beispiel #9
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    // Use this for initialization
    void Start()
    {
        enemy = this.transform.root.gameObject.GetComponent <EnemyEffectMgr>();
        nav   = this.transform.root.gameObject.GetComponent <EnemyNavigation>();
        if (enemy == null)
        {
            Debug.Log("Not attached to an enemey");
            Destroy(gameObject);
        }

        StartCoroutine("effect");
    }
Beispiel #10
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    public void CreateEnemyPool(GameObject obj, int amount)
    {
        State stateReference = State.GetInstance();

        for (int i = 0; i < amount; i++)
        {
            GameObject clone = Instantiate(obj, Vector3.zero, Quaternion.identity);
            clone.SetActive(false);
            EnemyNavigation nav = clone.AddComponent <EnemyNavigation>();
            nav.playerTransform = playerTransform;
            nav.stateReference  = stateReference;
            clone.name          = $"Enemy {i + 1}";
            enemies.Add(clone);
        }
    }
 private void Update()
 {
     if (slowEffectTime > 0)
     {
         slowEffectTime -= Time.deltaTime;
     }
     else if (isSlowed)
     {
         EnemyNavigation nav = gameObject.GetComponent <EnemyNavigation>();
         if (nav)
         {
             nav.Speed = nav.Speed;
             isSlowed  = false;
         }
     }
 }
Beispiel #12
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    void OnTriggerEnter(Collider col)
    {
        EnemyNavigation enemy          = col.transform.GetComponentInParent <EnemyNavigation>();
        Rigidbody       enemyRigidbody = col.transform.GetComponentInParent <Rigidbody>();
        Health          enemyHealth    = col.transform.GetComponentInParent <Health>();

        if (enemy == null || enemyRigidbody == null || enemyHealth == null)
        {
            return; //hit a wall, or something
        }

        if (!enemyHealth.Damage(damage, teamReference))
        {
            return; //target is invulnerable
        }

        Instantiate(impactVFX, col.ClosestPointOnBounds(this.transform.position), Quaternion.identity);
    }
Beispiel #13
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    void OnTriggerEnter(Collider other)
    {
        EnemyNavigation enemy          = other.transform.GetComponentInParent <EnemyNavigation>();
        Rigidbody       enemyRigidbody = other.transform.GetComponentInParent <Rigidbody>();
        Health          enemyHealth    = other.transform.GetComponentInParent <Health>();

        if (enemy == null || enemyRigidbody == null || enemyHealth == null)
        {
            return; //hit a wall, or something
        }

        if (!enemyHealth.Damage(0, this))
        {
            return; //target is invulnerable
        }

        Instantiate(impactVFX, other.transform.position, Quaternion.identity);
        enemy.DisableNavigation(stunDuration);
        enemyRigidbody.velocity += 3 * transform.up;

        Physics.IgnoreCollision(other, coll);
    }
Beispiel #14
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    public void OnInteract()
    {
        Callback.FireAndForget(() => {
            foreach (Collider other in Physics.OverlapSphere(transform.position, radius))
            {
                EnemyNavigation enemy    = other.transform.GetComponentInParent <EnemyNavigation>();
                Rigidbody enemyRigidbody = other.transform.GetComponentInParent <Rigidbody>();
                Health enemyHealth       = other.transform.GetComponentInParent <Health>();

                if (enemy == null || enemyRigidbody == null || enemyHealth == null)
                {
                    continue; //hit a wall, or something
                }

                if (!enemyHealth.Damage(damage, this))
                {
                    continue; //target is invulnerable
                }

                Instantiate(impactVFX, other.transform.position, Quaternion.identity);
            }
        }, delay, this);
    }
Beispiel #15
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    // This works by measuring the distance to ground with a
    // raycast then applying a force that decreases as the object
    // reaches the desired levitation height.
    // The greater the thrust, the more hover power/height you need;
    // Vary the parameters below to
    // get different control effects. For example, reducing the
    // hover damping will tend to make the object bounce if it
    // passes over an object underneath.

    void Start()
    {
        // Fairly high drag makes the object easier to control.
        attackAngle = attackAngle / 2;
        rb          = bike.GetComponent <Rigidbody>();
        en          = GetComponent <EnemyNavigation>();
        player      = GameObject.FindGameObjectWithTag("Player").GetComponent <bikeBrain>();
        sword.SetActive(false);
        rb.drag                = 0.5f;
        rb.angularDrag         = 0.5f;
        boosting               = false;
        attackCoroutineStarted = false;
        health       = totalHealth;
        canSeePlayer = false;
        layerMask    = 1 << LayerMask.NameToLayer("Terrain");

        engineSoundSource.clip = engineSound;
        swordHitSource.clip    = swordHit;
        swordSwingSource.clip  = swordSwing;
        explosionSource.clip   = explosion;

        engineSoundSource.Play();
    }
Beispiel #16
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    public void CreateEnemy(float sleepTime = 0f, UnitType type = UnitType.Standard)
    {
        GameObject enemyInstance;

        if (type == UnitType.Standard)
        {
            enemyInstance = enemiesType1.Rent(true);
        }
        else
        {
            enemyInstance = enemiesType2.Rent(true);
        }

        EnemyNavigation nav = enemyInstance.GetComponent <EnemyNavigation>();

        if (nav)
        {
            nav.SetPath(path);
            nav.SleepTime += sleepTime;
            nav.Controller = this;
        }
        activeEnemies.Add(enemyInstance);
        enemyInstance.transform.localPosition = parent.TransformPoint(startPoint);
    }
Beispiel #17
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    public void Start()
    {
        game = GameManager.instance;
        navigation = GetComponent<EnemyNavigation>();
        enemyManager = EnemyManager.instance;
        ragdolls = RagdollManager.instance;

        GameObject player = GameObject.Find("playerFocus");
        GameObject treasureObj = game.treasure.gameObject;
        GameObject focusPoint = treasureObj.transform.FindChild("treasureFocus").gameObject;

        treasureTransform = focusPoint.transform;
        playerTransform = player.transform;
        enemyTransform = this.transform;

        // if treasure is on ground and enemy can loot, set first target as treasure
        if (game.treasure.OnGround() && canLoot){
            target = focusTarget.TRESAURE;
            navigation.target = treasureTransform;
        } else {
            target = focusTarget.PLAYER;
            navigation.target = playerTransform;
        }
    }
Beispiel #18
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 private void Awake()
 {
     EN  = GameObject.Find("Enemy").GetComponent <EnemyNavigation>();
     oen = GameObject.Find("GlobalControl").GetComponent <OpenvibeEventNotifier>();
     em  = GameObject.Find("GameManager").GetComponent <ExperimentManager>();
 }
Beispiel #19
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 // Use this for initialization
 protected virtual void Start()
 {
     health     = GetComponent <Health>();
     navigation = GetComponent <EnemyNavigation>();
 }
Beispiel #20
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 void Start()
 {
     EnemyManager.instance.OnBuffMain += Buff;
     AreaEnemySpawner.instance.OnStateChange += Retreat;
     collisionDetection = GetComponent<CollisionDetection> ();
     collisionDetection.OnDeath += OnDeath;
     enemyNavigation = GetComponent<EnemyNavigation> ();
     InitAttacks ();
     CheckForDebugMode ();
     EnemyManager.instance.currentAmount++; //put here instead of enemynavigation to increase as soon as possible
     UpdateAttacks (level);
     UpdateStats ();
 }