public override void OnUpdate(Golem entity) { float value = 0f; entity.Read(Variable, ref value); entity.Write(Variable, value + Time.smoothDeltaTime); }
// Use this for initialization void Start () { animator = GetComponent<Animator> (); golem = GetComponentInParent<Golem> (); attack = golem.GetComponent<BasicMelee> (); attackOne = "Attack1"; attackTwo = "Attack2"; }
private void Start() { switch (monster) { case MONSTER.OBGOBLIN: obGoblin = gameObject.GetComponentInParent <OBGoblin>(); break; case MONSTER.NOBGOBLIN: nGoblin = gameObject.GetComponentInParent <Goblin>(); break; case MONSTER.SHAMAN: shaman = gameObject.GetComponentInParent <Shaman>(); break; case MONSTER.GOLEM: golem = gameObject.GetComponentInParent <Golem>(); break; case MONSTER.SPAWN: spawnGoblin = gameObject.GetComponentInParent <SlaveGoblin>(); break; case MONSTER.TRAINING: trainingShaman = gameObject.GetComponentInParent <ShamanT>(); break; } }
public override void OnUpdate(Golem entity) { if (Time.time > _exitTime) { entity.SetTrigger(Trigger); } }
public void SpawnGolem(int golemID) { dbconn.Open(); dbcmd = dbconn.CreateCommand(); sqlQuery = "SELECT * FROM Monster where monsID = " + golemID; dbcmd.CommandText = sqlQuery; reader = dbcmd.ExecuteReader(); reader.Read(); GameObject tempGolem = Instantiate(Resources.Load("Monster/" + reader.GetString(1)), rightEndPosition.position, Quaternion.identity) as GameObject; Golem golemInfo = tempGolem.GetComponent <Golem>(); golemInfo.name = reader.GetString(1); golemInfo.Golem_MoveSpeed = reader.GetFloat(2); //golemInfo.sp = reader.GetFloat(2); golemInfo.Golem_MaxHealth = reader.GetInt16(5); golemInfo.Golem_CurrentHealth = reader.GetInt16(4); golemInfo.Golem_Hit_Threshold = reader.GetInt16(15); //tempGolem.GetComponent<Golem>().GetType = UnitType.GOLEM; golemInfo.Golem_Defend_Duration = reader.GetFloat(17); golemInfo.Golem_Sight_Range = reader.GetFloat(18); golemInfo.Golem_Stun_Duration = reader.GetFloat(19); dbconn.Close(); CombatSceneManager.instance.AddGolemToList(tempGolem); }
// Update is called once per frame void Update() { if (Trap.transform.position.x - Player.transform.position.x < 13) { Trap.SetActive(true); } if (Zombie1.transform.position.x - Player.transform.position.x < 13) { Zombie1.SetActive(true); } if (Zombie2.transform.position.x - Player.transform.position.x < 13) { Zombie2.SetActive(true); } if (Spikes.transform.position.x - Player.transform.position.x < 13) { Spikes.SetActive(true); } if (Vampire1.transform.position.x - Player.transform.position.x < 13) { Vampire1.SetActive(true); } if (Vampire2.transform.position.x - Player.transform.position.x < 13) { Vampire2.SetActive(true); } if (Golem.transform.position.x - Player.transform.position.x < 13) { Golem.SetActive(true); } }
public CardMessage(Golem g) { success = 1; headMessage = new HeadMessage(g.Head); bodyMessage = new BodyMessage(g.Chest); legMessage = new LegMessage(g.Legs); }
public void SetupGolemInfo(Golem enemy) { Debug.Log("Setup value" + enemy.Golem_CurrentHealth); mainEnemy = enemy; HPSlider.maxValue = enemy.Golem_MaxHealth; HPSlider.value = enemy.Golem_CurrentHealth; }
public void generateGolem() { //if one of the cards is empty if (Head.card.IsNull || Chest.card.IsNull || Legs.card.IsNull || Shelf.Instance.IsGolemReady()) { audio.PlayOneShot(errorClip); return; } Golem golem = new Golem(Head.card, Chest.card, Legs.card); Shelf.Instance.LoadGolem(golem); if (Head.card.graphictype == Constants.H_SNOWHEAD && Chest.card.graphictype == Constants.C_SNOWBODY && Legs.card.graphictype == Constants.LS_SNOWLEG) { audio.PlayOneShot(slotMachinecClip); } else { audio.PlayOneShot(buildClip); } Head.card.part = BodyPart.None; Chest.card.part = BodyPart.None; Legs.card.part = BodyPart.None; Head.UpdateCard(); Chest.UpdateCard(); Legs.UpdateCard(); }
public bool[] isInCoolTime = { false, false, false, false, false, false }; // 쿨타임중에는 t void Start() { golemScript = GameObject.Find("Golem").GetComponent <Golem>(); for (int i = 0; i < 6; i++) { if (gameObject.name != "GameManager") { break; } if (i < 3) { coolTimeScript[i] = GameObject.Find("SkillBtn" + i.ToString()).GetComponent <ButtonCoolTime>(); // 밑의줄은 버튼 클릭식으로 할 때는 주석처리 할 것 GameObject.Find("SkillBtn" + i.ToString()).GetComponent <Button>().enabled = false; } else { coolTimeScript[i] = GameObject.Find("SpawnBtn" + (i - 3).ToString()).GetComponent <ButtonCoolTime>(); // 밑의줄은 버튼 클릭식으로 할 때는 주석처리 할 것 GameObject.Find("SpawnBtn" + (i - 3).ToString()).GetComponent <Button>().enabled = false; } } }
//private Enemy defaultEnemy; //Start function sets enemytype for the script so that the right variables are changed void Start() { if (enemyName == "Kamikaze") { flyingKam = new KamikazeEnemy(kamikazeMaxHP, (int)kamikazeMovementSpeed, kamikazeDefense, gameObject, (int)kamikazeIQ); Enemy.enemyList.Add(flyingKam); type = EnemyType.FlyingKamikaze; defaultEnemy = flyingKam; defaultBroken = brokenKamikaze; Debug.Log("Instantiated flying kamikaze"); } else if (enemyName == "Golem") { golem = new Golem(golemMaxHp, (int)golemMovementSpeed, golemDefense, gameObject, golemProjectileSpeed, golemChargeSpeed, golemKnockbackDmg, golemGroundPoundDmg, golemProjectileDmg); Enemy.enemyList.Add(golem); type = EnemyType.Brawler; defaultEnemy = golem; defaultBroken = brokenGolem; Debug.Log("Instantiated golem"); } else if (enemyName == "IRTower") { IREnemy = new IrradiatedEnemies(IRMaxHp, (int)IRMovementSpeed, IRDefense, gameObject, IRRadiusAffect, IRSpeedBuff, IRMaxHpBuff, IRAttackBuff, IRPlayerAttackDebuff, IRPlayerSpeedDebuff); Enemy.enemyList.Add(IREnemy); type = EnemyType.IrradiatedEnemy; defaultEnemy = IREnemy; defaultBroken = null; Debug.Log("Instantiated IR enemy"); } else if (enemyName == "Shly") { shly = new ShlyEnemy(shlyMaxHp, (int)shlyMovementSpeed, shlyDefense, (int)aggregateNumberofShlies, bullChargeSpeed, speedDebuffProportion, this.gameObject, pelletDamage, bullChargeDamage); Enemy.enemyList.Add(shly); ShlyEnemy.shlyList.Add(shly); type = EnemyType.Shly; defaultEnemy = shly; defaultBroken = brokenShly; Debug.Log("Instantiated shly object"); } else if (enemyName == "Shrab") { shrab = new Shrab(shrabMaxHp, (int)shrabMovementSpeed, shrabDefense, gameObject, shrabPincerDmg, shrabEruptionRadius, aggregateNumberofShrabs); Enemy.enemyList.Add(shrab); Shrab.shrabList.Add(shrab); type = EnemyType.Shrab; defaultEnemy = shrab; defaultBroken = brokenShrab; Debug.Log("Instantiated shrab object"); } else if (enemyName == "Starship") { ship = new Starship(starshipMaxHp, (int)starshipMovementSpeed, starshipDefense, gameObject, IRHealthSpawnStart, bombDamage, bombRadius, rayDamage, rayWidth, turretDamage); Enemy.enemyList.Add(ship); type = EnemyType.Starship; defaultEnemy = ship; defaultBroken = null; } //Change values in Enemy Behavior scripts to align with these values }
public override void Update(Golem entity, bool dirty, ref bool running) { if (dirty) { running = entity.Get <bool>(Enabled); } entity.Set(Output, Mathf.Sin(Frequency * Time.time) * Amplitude); }
public bool EnterGolem() { _currentGolem = _sceneGolem; _rb.useGravity = false; GetComponent <Collider>().enabled = false; _currentGolem.Enter(); return(true); }
public void ExitGolem() { GetComponent <Collider>().enabled = true; _rb.useGravity = true; _currentGolem.Exit(); _currentGolem = null; VirtualCameraManager.instance.ToggleVCam(_CMVirtualCamera); }
//OnStateEnter is called when a transition starts and the state machine starts to evaluate this state override public void OnStateEnter(Animator animator, AnimatorStateInfo stateInfo, int layerIndex) { _gameObject = animator.gameObject; _golem = _gameObject.GetComponent <Golem>(); myRigidbody2D = _gameObject.GetComponent <Rigidbody2D>(); myAnimator = _gameObject.GetComponent <Animator>(); myCapsuleCollider2D = _gameObject.GetComponent <CapsuleCollider2D>(); _player = FindObjectOfType <PlayerController>(); }
public Golem PopGolem() { audio.Play(); moving.enabled = true; Golem tmp = golem; return(tmp); }
public override void Update(Golem entity, bool dirty, ref bool running) { float value = 0f; if (entity.Read(Variable, ref value)) { entity.Set(Output, value); } }
public override void Update(Golem golem, bool dirty, ref bool running) { var position = Transform.position; golem.TryGet(X, ref position.x); golem.TryGet(Y, ref position.y); golem.TryGet(Z, ref position.z); Transform.position = position; }
void OnTriggerEnter(Collider collid) { //Debug.Log("sword hit:"+collid.name); if (collid.gameObject.tag == "Monster") { Debug.Log("sword hit"); Golem golem = collid.gameObject.GetComponent <Golem>(); golem.Damage(20); } }
public override void Update(Golem entity, bool dirty, ref bool running) { if (dirty) { _startTime = Time.time; _endTime = _startTime + Duration; } entity.Set(Output, Mathf.InverseLerp(_startTime, _endTime, Time.time)); running = Time.time < _endTime; }
protected virtual void OnTriggerEnter2D(Collider2D other) { Golem golem = GameObject.FindObjectOfType <Golem>(); if (other.CompareTag(Constants.PLAYER_TAG)) { Player player = other.GetComponent <Player>(); player.applyDamage(Constants.GOLEM_PROJECTILE_DAMAGE); Destroy(this.gameObject); } }
public void EmptyGolem() { Head.card.part = BodyPart.None; Chest.card.part = BodyPart.None; Legs.card.part = BodyPart.None; Head.UpdateCard(); Chest.UpdateCard(); Legs.UpdateCard(); golem = null; }
public override void Update(Golem entity, bool dirty, ref bool running) { if (dirty) { current = entity.Get <float>(Input); deltaPerSecond = current / Duration; } else { current = Mathf.MoveTowards(current, 0f, deltaPerSecond * Time.smoothDeltaTime); } running = current != 0f; }
public void LoadGolem(Golem golem) { Debug.Log("golem ready"); Debug.Assert(golem != null); this.golem = golem; Head.card = golem.Head; Chest.card = golem.Chest; Legs.card = golem.Legs; Head.UpdateCard(); Chest.UpdateCard(); Legs.UpdateCard(); }
void OnRequestGolem(NetworkMessage netMsg) { Debug.Log("Golem Request Received"); if (Shelf.Instance.IsGolemReady()) { Golem g = Shelf.Instance.PopGolem(); string msg = JsonUtility.ToJson(new CardMessage(g)); netMsg.conn.Send(REQ_RESPONSE, new StringMessage(msg)); } else { string msg = JsonUtility.ToJson(new CardMessage()); netMsg.conn.Send(REQ_RESPONSE, new StringMessage(msg)); } }
// Start is called before the first frame update void Start() { pauseCanvas = GameObject.Find("PauseCanvas"); pauseCanvas.SetActive(false); deathCanvas = GameObject.Find("DeathCanvas"); deathCanvas.SetActive(false); inputManagerM = new InputManagerMouse(); inputManagerC = new InputManagerController(); p1_hp = GameObject.Find("P1_HPBar").GetComponent <Slider>(); p2_hp = GameObject.Find("P2_HPBar").GetComponent <Slider>(); p1_tpcd = GameObject.Find("P1_TPCD").GetComponent <Image>(); p2_tpcd = GameObject.Find("P2_TPCD").GetComponent <Image>(); playersAlive = 2; golemA = GameObject.FindGameObjectsWithTag("Enemy"); golem = golemA[0].GetComponent <Golem>(); }
public void Setup(Golem GolemParent) { Commander = GolemParent; ShootTarget = Commander.GetTarget(); MoveSpeed = MoveSpeed * Time.deltaTime; Anim = GetComponent <Animator>(); SprList.Add(GetComponentsInChildren <SpriteRenderer>()[0].gameObject); SprList.Add(GetComponentsInChildren <SpriteRenderer>()[1].gameObject); //MainSprite = GetComponentsInChildren<SpriteRenderer>()[0].gameObject; //SecondarySprite = GetComponentsInChildren<SpriteRenderer>()[1].gameObject; OffsetAmount = transform.position; Debug.Log(transform.name + " : Has been set up"); }
public void CreateCharacter(string btnName) { //Tipo de personaje que vamos a crear CharacterType type = StringToType(btnName); // Genero del personaje que vamos a crear GenderType gender = GetGenderProbability(); //Seteamos la base del personaje SetCharacter(gender); switch (type) { case CharacterType.Ninja: Ninja ninja = selectedBase.AddComponent <Ninja>(); ninja = new Ninja(gender, NinjaColor, selectedSurface, selectedBase.GetComponent <Animator>()); selectedCharacter = ninja; break; case CharacterType.Golem: Golem golem = selectedBase.AddComponent <Golem>(); golem = new Golem(gender, GolemColor, selectedSurface, selectedBase.GetComponent <Animator>()); selectedCharacter = golem; break; case CharacterType.Zombie: Zombie zombie = selectedBase.AddComponent <Zombie>(); zombie = new Zombie(gender, ZombieColor, selectedSurface, selectedBase.GetComponent <Animator>()); selectedCharacter = zombie; break; case CharacterType.Archer: Archer archer = selectedBase.AddComponent <Archer>(); archer = new Archer(gender, ArcherColor, selectedSurface, selectedBase.GetComponent <Animator>()); selectedCharacter = archer; break; case CharacterType.Nymph: Nymph nymph = selectedBase.AddComponent <Nymph>(); nymph = new Nymph(gender, NymphColor, selectedSurface, selectedBase.GetComponent <Animator>()); selectedCharacter = nymph; break; } }
// TODO: This should be an "end of wave complete" bonus thing public void OnWaveComplete() { foreach (Gate gate in Gates) { // TODO: Spawn loot box or something based on value of gate int value = gate.StoredValue; gate.QueueFree(); } Gates = new List <Gate>(); if (CurrentWave < WaveDefinitions.Count - 1) { CreateNewGates(++CurrentWave); } else { Golem boss = new Golem(); boss.Initialize((_floor.areaStart + _floor.areaEnd) / 2); GetTree().Root.AddChild(boss); } }
void Shoot() { RaycastHit hitInfo; if (Physics.Raycast(can.transform.position, can.transform.forward, out hitInfo, range)) { Debug.Log(hitInfo.transform.gameObject.name); Golem target = hitInfo.transform.gameObject.GetComponent <Golem>(); if (target != null) { target.TakeDamage(damage); } if (hitInfo.rigidbody != null) { hitInfo.rigidbody.AddForce(can.transform.TransformDirection(Vector3.forward) * hitForce, ForceMode.Impulse); } } }
private void Start() { int golemCount = Random.Range(1, 3); for (int i = 0; i < golemCount; i++) { GameObject newGolem = Instantiate(PrefabManager.Instance.golem, transform); /*object[] initData = new object[3]; * initData[0] = i; * initData[1] = transform.position.x; * initData[2] = transform.position.y; * * GameObject newGolem = PhotonNetwork.InstantiateRoomObject(PrefabManager.Instance.golem.name, transform.position, Quaternion.identity, 0, initData); */ //newGolem.transform.SetParent(transform); Golem g = newGolem.transform.GetChild(1).GetComponent <Golem>(); g.setGolemAttributes(i, Util.getCorners(transform.position)); } }