Beispiel #1
0
 private void Start()
 {
     alertBar = GetComponentInChildren <EnemyAlertBar>();
     alertBar.DisableAlertBar();
     pathing = GetComponent <EnemyPathing>();
     vision  = GetComponentInChildren <EnemyVision>();
 }
Beispiel #2
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 void Awake()
 {
     vision     = GetComponent <EnemyVision>();
     attack     = GetComponent <TurretAttack>();
     death      = GetComponent <Enemy_Death>();
     childcount = transform.childCount;
 }
Beispiel #3
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    protected virtual void ComponentSetup()
    {
        moveScript = GetComponent <MovementInterface> ();
        hpScript   = GetComponent <HPScript> ();
        if (hpScript == null)
        {
            hpScript = gameObject.AddComponent <HPScript> ();
        }
        hpScript.MaxHP  = maxHP;
        hpScript.Death += OnDeath;

        onCollisionDamageScript = gameObject.GetComponent <DamageOnCollision> ();
        if (onCollisionDamageScript == null)
        {
            onCollisionDamageScript = gameObject.AddComponent <DamageOnCollision> ();
        }
        onCollisionDamageScript.Damage  = onCollisionDamage;
        onCollisionDamageScript.TagList = onCollisionDamageTags;
        visionScript = GetComponent <EnemyVision> ();
        if (visionScript == null)
        {
            visionScript = gameObject.AddComponent <EnemyVision> ();
        }
        visionScript.AggroDistance   = aggroDistance;
        visionScript.AvatarDetected += OnAvatarDetected;
        visionScript.LostVision     += OnLostVision;
        visionScript.SeeingAvatar   += OnSeeingAvatar;
    }
    private void Start()
    {
        // Si se reanuda desde un checkpoint posicionado después del enemigo,
        // éste es destruido
        if (GameManager.instance.deadVal >= deadVal)
        {
            Destroy(this.gameObject);
        }

        prest  = GetComponent <PrestEnemyAttack>();
        enemy  = GetComponent <EnemyVision>();
        drone  = GetComponent <Drone>();
        turret = GetComponent <Turret>();
        ralen  = GetComponent <Ralentizador>();

        // Si no es el ralentizador, drone o torreta, cogemos al hijo
        if ((enemy != null || ralen != null) && drone == null && turret == null)
        {
            child = transform.GetChild(0);
        }
        else if (turret != null && ralen == null && drone == null)
        {
            int  i      = 0;
            bool sprite = false;
            while (!sprite && transform.GetChild(i) != null)
            {
                if (transform.GetChild(i).GetComponent <Animator>() != null)
                {
                    child  = transform.GetChild(i);
                    sprite = true;
                }
                i++;
            }
        }
    }
Beispiel #5
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 // Use this for initialization
 void Start()
 {
     enemyAnim = GetComponent <Animator>();
     player    = GameObject.FindGameObjectWithTag("Player").GetComponent <PlayerMovement>();
     rb        = GetComponent <Rigidbody2D>();
     vision    = GameObject.FindGameObjectWithTag("GameController").GetComponent <EnemyVision>();
     speed     = 2;
 }
Beispiel #6
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 public static CoreSyncData ReadData(NetIncomingMessage message)
 {
     return(new CoreSyncData(
                message.ReadUInt16(),
                message.ReadUInt16(),
                BuffDebuff.ReadData(message),
                EnemyVision.ReadData(message)
                ));
 }
    void Awake()
    {
        _agent  = GetComponent <NavMeshAgent>();
        _vision = GetComponent <EnemyVision>();
        _health = GetComponent <EnemyHealth>();

        _player    = GameObject.FindGameObjectWithTag("Player").GetComponent <PlayerController>();
        _chadistAI = GameObject.FindGameObjectWithTag("Chadist AI").GetComponent <ChadistAI>();
    }
Beispiel #8
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 public Enemy(Vector2 position) : base(position)
 {
     body  = AddComponent <PawnBody>(new PawnBody());
     input = AddComponent <EnemyInput>(new EnemyInput());
     AddComponent(new PawnGraphics());
     Health = AddComponent <Health>(new Health(100));
     Vision = AddComponent <EnemyVision>(new EnemyVision());
     //AddComponent(new EnemyAI());
     ChangeMotionState(new MotionIdleState(this));
 }
Beispiel #9
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 private void Start()
 {
     enemy = GetComponent <EnemyVision>();
     if (enemy != null)
     {
         child    = transform.GetChild(0);
         renderer = GetComponentInChildren <Renderer>();
         animator = child.GetComponent <Animator>();
     }
 }
 // Use this for initialization
 void Awake()
 {
     movement = (CharacterMovement)gameObject.GetComponent(typeof(CharacterMovement));
     walkingRight = false;
     rigplayer = (Rigidbody2D)GameObject.FindWithTag("Player").GetComponent(typeof(Rigidbody2D));
     rigenemy = (Rigidbody2D)GetComponent(typeof(Rigidbody2D));
     vision = (EnemyVision)GetComponent(typeof(EnemyVision));
     rangeSys = (RangedSystem)GetComponent(typeof(RangedSystem));
     anim = (Animator)GetComponent(typeof(Animator));
 }
Beispiel #11
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    void Awake()
    {
        _behaviour = GetComponent <EnemyBehaviour>();
        _vision    = GetComponent <EnemyVision>();
        _rb        = GetComponent <Rigidbody>();
        _health    = GetComponent <EnemyHealth>();

        _player    = GameObject.FindGameObjectWithTag("Player").GetComponent <PlayerController>();
        _chadistAI = GameObject.FindGameObjectWithTag("Chadist AI").GetComponent <ChadistAI>();
    }
 // Use this for initialization
 void Awake()
 {
     movement     = (CharacterMovement)gameObject.GetComponent(typeof(CharacterMovement));
     walkingRight = false;
     rigplayer    = (Rigidbody2D)GameObject.FindWithTag("Player").GetComponent(typeof(Rigidbody2D));
     rigenemy     = (Rigidbody2D)GetComponent(typeof(Rigidbody2D));
     vision       = (EnemyVision)GetComponent(typeof(EnemyVision));
     rangeSys     = (RangedSystem)GetComponent(typeof(RangedSystem));
     anim         = (Animator)GetComponent(typeof(Animator));
 }
Beispiel #13
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 public MinionSyncData(ushort objID, ushort hp, byte faction, float xPos, float zPos, float yRot, float wRot, byte anime, BuffDebuff buff, EnemyVision vision) : base(objID, hp)
 {
     this.faction = faction;
     this.xPos    = xPos;
     this.zPos    = zPos;
     this.yRot    = yRot;
     this.wRot    = wRot;
     this.anime   = anime;
     this.buff    = buff;
     this.vision  = vision;
 }
Beispiel #14
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 public AbilitySyncData(ushort objID, byte abilityID, ushort casterObjID, byte faction, float xPos, float zPos, float yRot, float wRot, byte anime, EnemyVision vision) : base(objID)
 {
     this.abilityID   = abilityID;
     this.casterObjID = casterObjID;
     this.faction     = faction;
     this.xPos        = xPos;
     this.zPos        = zPos;
     this.yRot        = yRot;
     this.wRot        = wRot;
     this.anime       = anime;
     this.vision      = vision;
 }
 void Start()
 {
     enemy = GetComponent <EnemyVision>();
     drone = GetComponent <Drone>();
     if (enemy != null && drone == null)
     {
         child = transform.GetChild(0);
     }
     anim      = child.GetComponent <Animator>();
     rb        = GetComponent <Rigidbody2D>();
     vision    = GetComponent <EnemyVision>();
     clockwise = false;
 }
Beispiel #16
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 public HeroSyncData(ushort objID, ushort hp, ushort mp, float xPos, float zPos, float yRot, float wRot, byte anime, byte level, ushort gold, Items items, BuffDebuff buff, EnemyVision vision) : base(objID, hp)
 {
     this.mp     = mp;
     this.xPos   = xPos;
     this.zPos   = zPos;
     this.yRot   = yRot;
     this.wRot   = wRot;
     this.anime  = anime;
     this.level  = level;
     this.gold   = gold;
     this.items  = items;
     this.buff   = buff;
     this.vision = vision;
 }
Beispiel #17
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 private void Awake()
 {
     vision   = GetComponentInChildren <EnemyVision>();
     uiOffset = new Vector2((float)canvas.sizeDelta.x / 2f, (float)canvas.sizeDelta.y / 2f);
     snackbar = Instantiate(snackbarPrefab, canvas);
     CalculateSnackbarPosition();
     TryGetComponent(out impulseSource);
     TryGetComponent(out health);
     health.Die         += () => Destroy(snackbar.gameObject);
     health.HealthBar    = snackbar.GetComponent <Slider>();
     vision.TargetFound += OnTargetFound;
     vision.TargetLost  += OnTargetLost;
     transform.position  = track.position;
 }
Beispiel #18
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    private void Start()
    {
        flasher  = GetComponent <FlasherMovement>();
        movement = GetComponent <EnemyMovement>();
        drone    = GetComponent <Drone>();
        vision   = GetComponent <EnemyVision>();

        if (drone == null)
        {
            child       = transform.GetChild(0);
            animator    = child.GetComponent <Animator>();
            animatorArm = child.GetChild(0).GetComponentInChildren <Animator>();
            rotator     = child.GetChild(0);
        }
    }
Beispiel #19
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 public static MinionSyncData ReadData(NetIncomingMessage message)
 {
     return(new MinionSyncData(
                message.ReadUInt16(),
                message.ReadUInt16(),
                message.ReadByte(),
                message.ReadFloat(),
                message.ReadFloat(),
                message.ReadFloat(),
                message.ReadFloat(),
                message.ReadByte(),
                BuffDebuff.ReadData(message),
                EnemyVision.ReadData(message)
                ));
 }
Beispiel #20
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 public static AbilitySyncData ReadData(NetIncomingMessage message)
 {
     return(new AbilitySyncData(
                message.ReadUInt16(),
                message.ReadByte(),
                message.ReadUInt16(),
                message.ReadByte(),
                message.ReadFloat(),
                message.ReadFloat(),
                message.ReadFloat(),
                message.ReadFloat(),
                message.ReadByte(),
                EnemyVision.ReadData(message)
                ));
 }
Beispiel #21
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    // Update is called once per frame
    void Update()
    {
        scriptVision = GetComponent <EnemyVision>();
        List <Transform> visible = scriptVision.visibleTargets;


        if (visible.Count == 0)
        {
            isVisible = false;
        }
        else
        {
            isVisible = true;
        }


        //Quaternion newRotation = Quaternion.AngleAxis(90, Vector3.up);
        //transform.rotation = Quaternion.Slerp(transform.rotation, newRotation, .05f);



        if (isVisible)
        {
            Attack();
            playerEscaped = true;
            turning       = false;
            turnCount     = 0;
        }
        else if (playerEscaped)
        {
            if (turnCount < 210)
            {
                Rotate();
                turnCount++;
            }
            else
            {
                ContinuePatroling(typeOfPath);
                playerEscaped = false;
            }
            //ReturnToPath(typeOfPath);
        }
        else
        {
            ContinuePatroling(typeOfPath);
        }
    }
Beispiel #22
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    //private stuff
    public void Awake()
    {
        taskList = new TaskList();

        player      = GameObject.Find("Player").GetComponent <PlayerControl>();
        enemyVision = GetComponent <EnemyVision>();

        pathFinder = GetComponent <Pathfinding.AIPath>();

        //initialize state machines
        mainFSM = new StateMachine(this);

        soundManager = GameObject.Find("Sound Manager").GetComponent <SoundManager>();
        soundFSM     = new StateMachine(this);

        myAwake(); //called from derived class
    }
Beispiel #23
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 void Start()
 {
     rb              = GetComponent <Rigidbody>();
     attackState     = AttackState.NOT_ATTACKING;
     state           = EnemyState.PATROL;
     nav             = GetComponent <NavMeshAgent>();
     nav.destination = positions[0];
     vision          = GetComponent <EnemyVision>();
     player_tr       = player.transform;
     player_ctr      = player.GetComponent <PlayerController>();
     targetPosIndex  = 0;
     checkedRight    = false;
     checkedLeft     = false;
     checking        = false;
     turning         = true;
     anim            = GetComponentInChildren <NPCAnimationController>();
 }
    void OnSceneGUI()
    {
        EnemyVision FOV = (EnemyVision)target;

        Handles.color = Color.white;
        Handles.DrawWireArc(FOV.transform.position, Vector3.up, Vector3.forward, 360, FOV.view_Radius);
        Vector3 viewAngleA = FOV.DirFromAngle(-FOV.view_Angle / 2, false);
        Vector3 viewAngleB = FOV.DirFromAngle(FOV.view_Angle / 2, false);

        Handles.DrawLine(FOV.transform.position, FOV.transform.position + viewAngleA * FOV.view_Radius);
        Handles.DrawLine(FOV.transform.position, FOV.transform.position + viewAngleB * FOV.view_Radius);

        Handles.color = Color.red;
        foreach (Transform visibleTarget in FOV.visibleTargets)
        {
            Handles.DrawLine(FOV.transform.position, visibleTarget.position);
        }
    }
Beispiel #25
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    void InitPathing()
    {
        pathing = FindObjectOfType <Pathing>();

        visionObject.transform.localScale *= visionDistance;
        vision = visionObject.GetComponent <EnemyVision>();
        vision.watchForPlayer(playerSighted);
        switch (movementType)
        {
        case MovementType.LookAroundPath:
            movementLogic = new LookAroundMovement(gameObject, speed, pathing.GetPathPositions());
            break;

        case MovementType.SimplePath:
            movementLogic = new FollowPathMovement(gameObject, speed, pathing.GetPathPositions());
            break;
        }
    }
Beispiel #26
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    void Awake()
    {
        // Setting up the references.
        //		ren = transform.Find("body").GetComponent<SpriteRenderer>();
        frontCheck = transform.Find("frontCheck").transform;

        sight = transform.Find("Sight").GetComponent<EnemyVision>();

        anim = GetComponent<Animator>();

        GetComponent<enemyGUI> ().DamageCallback += TakeDamage;

        //for(int=
        //		healthBar = this.transform.GetChild(5).GetChild(0).GetComponent<SpriteRenderer>();
        //Debug.Log (this.transform.chil);

        // Getting the intial scale of the healthbar (whilst the player has full health).
        //		healthScale = healthBar.transform.localScale;
    }
Beispiel #27
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    private void OnSceneGUI()
    {
        EnemyVision ev = (EnemyVision)target;

        Handles.color = Color.blue;

        Handles.DrawWireArc(ev.transform.position, Vector3.up, Vector3.forward, 360, ev.viewRadius);
        Vector3 viewAngleA = ev.DirFromAngle(-ev.viewAngle / 2, false);
        Vector3 viewAngleB = ev.DirFromAngle(ev.viewAngle / 2, false);

        Handles.DrawLine(ev.transform.position, ev.transform.position + viewAngleA * ev.viewRadius);
        Handles.DrawLine(ev.transform.position, ev.transform.position + viewAngleB * ev.viewRadius);

        Handles.color = Color.red;

        foreach (Transform visibleTarget in ev.visibleTargets)
        {
            Handles.DrawLine(ev.transform.position, visibleTarget.position);
        }
    }
Beispiel #28
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    void Start()
    {
        curState    = EnemyState.Patrol;
        prevState   = EnemyState.None;
        elapsedTime = 0.0f;
        health      = 100;
        isDead      = false;

        vision     = gameObject.GetComponent <EnemyVision> ();
        pathfinder = gameObject.GetComponent <NavMeshAgent> ();

        waypoints = new Vector3[pathHolder.childCount];
        for (int i = 0; i < waypoints.Length; i++)
        {
            waypoints [i] = pathHolder.GetChild(i).position;
            waypoints [i] = new Vector3(waypoints [i].x, transform.position.y, waypoints [i].z);
        }

        player = GameObject.FindGameObjectWithTag("Player").transform;
    }
Beispiel #29
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//private stuff
    private void Awake()
    {
        //variable initalization
        patrolDirection = true;
        playerSpotted   = false;
        isDead          = false;
        health          = 1;
        player          = GameObject.FindGameObjectWithTag("Player").GetComponent <PlayerControl>();
        //taskManager = new TaskManager.TaskState();

        //class and component initialization
        attackPatterns = new AttackPatterns();
        taskList       = new TaskList();
        enemyVision    = new EnemyVision(this);
        pathFinder     = GetComponent <AIPath>();

        //initialize state machines
        mainFSM   = new StateMachine(this);
        attackFSM = new StateMachine(this);

        myAwake(); //called from derived class
    }
Beispiel #30
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    void OnEnable()
    {
        // Setting up the references.
        //		ren = transform.Find ("body").GetComponent<SpriteRenderer> ();
        frontCheck = transform.Find ("frontCheck").transform;
        frontGroundCheck = transform.Find ("frontGroundCheck").transform;
        groundCheck = transform.Find ("groundCheck").transform;
        //		score = GameObject.Find("Score").GetComponent<Score>();

        sight = transform.Find ("Sight").GetComponent<EnemyVision> ();

        anim = GetComponent<Animator> ();

        //		GetComponent<Rigidbody2D> ().velocity = new Vector2 (Mathf.Sign ((GameObject.FindGameObjectWithTag ("Player").transform.position.x) - transform.position.x) * moveSpeed, GetComponent<Rigidbody2D> ().velocity.y);
        GetComponent<enemyGUI>().DamageCallback += TakeDamage;

        GameEventManager.GameStart += GameStart;
        //for(int=
        //		healthBar = this.transform.GetChild (5).GetChild (0).GetComponent<SpriteRenderer> ();
        //Debug.Log (this.transform.chil);

        // Getting the intial scale of the healthbar (whilst the player has full health).
        //		healthScale = healthBar.transform.localScale;
    }
Beispiel #31
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 void Start()
 {
     RB           = GetComponent <Rigidbody2D>();
     levelManager = FindObjectOfType <LevelManager>();
     enemyVision  = FindObjectOfType <EnemyVision>();
 }
Beispiel #32
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	void Awake()
	{
		enemyVision = GetComponent<EnemyVision> ();
		nav = GetComponent<NavMeshAgent> ();
		player = GameObject.FindGameObjectWithTag ("Player");
	}
Beispiel #33
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 public CoreSyncData(ushort objID, ushort hp, BuffDebuff buff, EnemyVision vision) : base(objID, hp)
 {
     this.buff   = buff;
     this.vision = vision;
 }
Beispiel #34
0
 void Start()
 {
     vision = GetComponent <EnemyVision>();
     rb     = GetComponent <Rigidbody2D>();
     anim   = transform.GetComponentInChildren <Animator>();
 }