void Start()
 {
     currentHP    = MAX_HP;
     rangedAttack = GetComponent <EnemyRangedAttack>();
     rb           = GetComponent <Rigidbody2D>();
     player       = GameObject.FindGameObjectWithTag("Player");
     slimeMove    = GetComponent <SlimeMovement>();
     enemyMove    = GetComponent <EnemyMovement>();
 }
    // Use this for initialization
    void Start()
    {
        thePlayerTracker = FindObjectOfType <PlayerPathTracker>();
        enemyObject      = this.gameObject.transform.parent.gameObject;
        rangedAttack     = enemyObject.GetComponent <EnemyRangedAttack>();

        // stillOutOfSight is created to not have the player going back and forth when in range but player out of sight between enemies path and players path
        stillOutOfSight = false;
    }
Beispiel #3
0
    // Use this for initialization
    void Start()
    {
        this.gameObject.name   = "Thomas";
        enemyObject            = this.gameObject;
        engageWithPlayerObject = this.gameObject.transform.GetChild(0).gameObject;
        enemyHealthMan         = enemyObject.GetComponent <EnemyHealthManager>();
        // enemyStaminaMan = enemyObject.GetComponent<EnemyStaminaManager>();
        playerEngagement = engageWithPlayerObject.GetComponent <EngagedWithPlayer>();
        stalkZoneObject  = this.gameObject.transform.GetChild(7).gameObject;
        stalkZone        = stalkZoneObject.GetComponent <RecognizeStalkZone>();

        rangedAttack = enemyObject.GetComponent <EnemyRangedAttack>();

        playerHealthMan  = FindObjectOfType <PlayerHealthManager>();
        playerStaminaMan = FindObjectOfType <PlayerStaminaManager>();

        playerHealth = FindObjectOfType <PlayerHealthManager>();

        hurtPlayer = FindObjectOfType <HurtPlayerUpdated>();
        randomMove = FindObjectOfType <RandomMovement>();

        //this needs to grab child object script
        //playerEngagement = FindObjectOfType<EngagedWithPlayer>();

        playerObject = GameObject.Find("Player");
        thePlayer    = playerObject.GetComponent <PlayerController>();
        target       = playerObject;

        dodgeCounter = 2.2f;

        tellCounter = 0.5f;
        actionTimer = 0.2f;

        enemyHurtCounter = 2;

        myRigidbody = GetComponent <Rigidbody2D>();
        anim        = GetComponent <Animator>();

        if (!enemyExists)
        {
            enemyExists = true;
            //DontDestroyOnLoad(transform.gameObject);
        }
        else
        {
            //Destroy(gameObject);
        }

        // dodging = true;
        // dodgeFirstTime = true;

        //For now enemy will always have a correct line of sight and the fleeing system is not yet set up.
        fleeTwo      = false;
        dodgingThree = false;

        followToDeath = false;
    }
    private void Awake()
    {
        //finding the coordinates of the player
        playerTransform   = GameObject.FindGameObjectWithTag("Player").transform;
        player            = GameObject.FindGameObjectWithTag("Player");
        playerStats       = player.GetComponent <PlayerStats>();
        enemyRangedAttack = GetComponent <EnemyRangedAttack>();
        enemyStats        = GetComponent <EnemyStats>();

        nav = GetComponent <NavMeshAgent>();
        nav.stoppingDistance = enemyRangedAttack.range;
    }
    // Use this for initialization
    void Start()
    {
        hurtPlayer = FindObjectOfType <HurtPlayerUpdated>();

        playerStaminaMan = FindObjectOfType <PlayerStaminaManager>();

        thePlayer = FindObjectOfType <PlayerController>();

        sfxMan = FindObjectOfType <SFXManager>();

        shield = FindObjectOfType <ShieldBlock>();

        thePS           = FindObjectOfType <PlayerStats>();
        enemyGameObject = this.gameObject.transform.parent.gameObject;
        enemy           = enemyGameObject.GetComponent <EnemyTestScript>();
        rangedEnemy     = enemyGameObject.GetComponent <BasicRangedEnemy>();
        enemyMaster     = enemyGameObject.GetComponent <EnemyMasterScript>();
        enemyTransform  = enemyGameObject.transform;

        rangedAttack = enemyGameObject.GetComponent <EnemyRangedAttack>();

        playerHealth         = FindObjectOfType <PlayerHealthManager>();
        hurtEnemy            = FindObjectOfType <HurtEnemy>();
        playerShield         = FindObjectOfType <ShieldBlock>();
        hitPoint             = GameObject.Find("Player").transform;
        bloodCounter         = 10;
        deathStrike          = false;
        thePlayerDeathStrike = false;

        playerStaminaDrain = false;

        faceOff = false;

        check = 0;

        beforeRecov = true;

        enemyAttackCounter  = 1f;
        enemyDamagePossible = false;

        preAttack   = false;
        recovAttack = false;

        preAttackCounter   = 0.6f;
        recovAttackCounter = 0.3f;
        enemyAttackCounter = 0.06f;
        freezeFrame        = 1f;
    }
Beispiel #6
0
    public virtual void Attack()
    {
        EnemyRangedAttack attack = Instantiate(attackPrefab);

        attack.PositionAttack(this.gameObject, objective);
    }
Beispiel #7
0
 private void Awake()
 {
     instance = this;
 }