Inheritance: MonoBehaviour
Beispiel #1
0
 // Start is called before the first frame update
 protected virtual void Start()
 {
     anim          = GetComponent <Animator>();
     playerInRange = false;
     health        = GetComponentInChildren <healthbar>();
     dying         = false;
 }
Beispiel #2
0
 // Use this for initialization
 void Start()
 {
     gameObject.tag         = "Player";
     hb                     = gameObject.GetComponent <healthbar> ();
     fireBallCooldownTimer  = Time.time;
     earthWallCooldownTimer = Time.time;
     iceballCooldownTimer   = Time.time;
 }
Beispiel #3
0
 void Start()
 {
     findMatches = FindObjectOfType <FindMatches>();
     allTiles    = new BackgroundTile[width, height];
     allDots     = new GameObject[width, height];
     SetUp();
     healthbar = FindObjectOfType <healthbar>();
 }
Beispiel #4
0
 // Use this for initialization
 void Start()
 {
     //apply player rigidbody
     _rigidbody        = GetComponent <Rigidbody>();
     _health           = GetComponent <healthbar> ();
     movement          = true;
     standRotation     = new Vector3(0, 0, 0);
     camControllisOver = false;
 }
Beispiel #5
0
 protected override void InitializeVars()
 {
     anim = curObject.GetComponent <Animator>();
     anim.SetTrigger("Hurt");
     health    = curObject.GetComponentInChildren <healthbar>();
     enemState = curObject.GetComponent <EnemyStateMachine>();
     if (enemState.tokens.ContainsKey("damage"))
     {
         health.takeDamage((float)enemState.tokens["damage"]);
     }
 }
    public void Update()
    {
        Collider2D [] others  = Physics2D.OverlapCircleAll(transform.position + new Vector3(0, 0, 1), range, 1 << LayerMask.NameToLayer("Player"));
        Collider2D [] otherss = Physics2D.OverlapCircleAll(transform.position + new Vector3(0, 0, 1), range, 1 << LayerMask.NameToLayer("Enemy"));
        //Debug.Log (others.Length.ToString () + " , " + otherss.Length.ToString ());
        if (others.Length <= 0 && otherss.Length <= 0)
        {
            transform.position += new Vector3(-amt, 0, 0) * Time.deltaTime;
        }
        else if (others.Length > 0 || otherss.Length > 0)
        {
            if (others.Length > 0)
            {
                attack(others);
            }
            else if (otherss.Length > 0)
            {
                foreach (Collider2D anom in otherss)
                {
                    if (anom.gameObject == this.gameObject)
                    {
                        transform.position += new Vector3(-amt, 0, 0) * Time.deltaTime;
                        return;
                    }
                }
                return;
            }
            else
            {
                transform.position += new Vector3(-amt, 0, 0) * Time.deltaTime;

                return;
            }
        }

        if (health <= 0)
        {
            GameObject.Find("Manager").GetComponent <Manager> ().addExp();
            spawn.GetComponent <spawnpoint> ().Enemy.Remove(this.gameObject);
            Destroy(this.gameObject);
        }

        healthbar gui = GetComponent <healthbar> ();

        if (gui != null)
        {
            gui.update_health((int)health);
        }
    }
Beispiel #7
0
    public void Update()
    {
        if (moving)
        {
            Vector3 pos = transform.position;
            pos += new Vector3(amt, 0, 0) * Time.deltaTime;
            transform.position = pos;
        }
        Collider2D [] others  = Physics2D.OverlapCircleAll(transform.position + new Vector3(0, 0, 1), range, 1 << LayerMask.NameToLayer("Player"));
        Collider2D [] otherss = Physics2D.OverlapCircleAll(transform.position + new Vector3(0, 0, 1), range, 1 << LayerMask.NameToLayer("Enemy"));
//		Debug.Log (others.Length + " " + otherss.Length);
        if (others.Length > 0 || otherss.Length > 0)
        {
            if (otherss.Length > 0)
            {
                if (moving)
                {
                    moving = false;
                }
                attack(otherss);
            }
            else if (others.Length > 0)
            {
                return;
            }
        }

        manage.addCred(credperturn);

        if (health <= 0)
        {
            Movement m = Camera.main.GetComponent <Movement> ();
            if (m.selected.Contains(this.gameObject))
            {
                m.selected.Remove(this.gameObject);
            }
            manage.removeExp(10);
            Destroy(this.gameObject);
        }

        healthbar gui = GetComponent <healthbar> ();

        if (gui != null)
        {
            gui.update_health((int)health);
        }
    }
Beispiel #8
0
    void Update()
    {
        GameObject Player    = GameObject.Find("Player");
        healthbar  healthbar = Player.GetComponent <healthbar> ();

        healthbar.SetHealthText();

        GameObject Pistol   = GameObject.Find("Pistol");
        Shooting   Shooting = Player.GetComponent <Shooting> ();

        if (currenthp <= 0)
        {
            currenthp = maxhp;



            Debug.Log("dead");
            transform.position = new Vector3(Random.Range(1f, 99f), 0.5f, Random.Range(1f, 149f));
        }
    }
Beispiel #9
0
 // Update is called once per frame
 void Update()
 {
     transform.LookAt(target.transform);
     float dist = Vector3.Distance(target.transform.position, transform.position);
     if(dist<3.1f) {
         Player_hp = target.transform.gameObject.GetComponent("healthbar") as healthbar;
         Player_hp.damage();
     }
     else {
         Player_hp = target.transform.gameObject.GetComponent("healthbar") as healthbar;
         Player_hp.regen();
     }
     if(dist>3f)
         transform.Translate(transform.forward*5*Time.deltaTime,Space.World);
     if(health<0){
         light1.renderer.materials[2].shader=vertexlit;
         light2.renderer.materials[1].shader=vertexlit;
         bulb.renderer.materials[0].shader=vertexlit;
         bulb.renderer.materials[2].shader=vertexlit;
         RenderSettings.ambientLight = new Color(0.3f,0.3f,0.3f,0.5f);
         Destroy(GameObject.Find("alert(Clone)"));
         Destroy(gameObject);
     }
 }
 // Use this for initialization
 void Start()
 {
     _health = GetComponent <healthbar> ();
     //OriginalRotate = transform.rotation;
 }
 public override void Initialize(GameObject actor)
 {
     health = actor.GetComponentInChildren <healthbar>();
 }
    private void spawn()
    {
        if (_spawnCount > 0)
        {
            if (_startWaypoint != null)
            {
                int element = Random.Range(0, 1000);

                if (element < elementaryAffection.instance.airChance)
                {
                    element = 0;
                }

                if (element >= elementaryAffection.instance.airChance && element < (elementaryAffection.instance.airChance + elementaryAffection.instance.earthChance))
                {
                    element = 1;
                }

                if (element >= (elementaryAffection.instance.airChance + elementaryAffection.instance.earthChance) && element < (elementaryAffection.instance.airChance + elementaryAffection.instance.earthChance + elementaryAffection.instance.fireChance))
                {
                    element = 2;
                }

                if (element >= (elementaryAffection.instance.airChance + elementaryAffection.instance.earthChance + elementaryAffection.instance.fireChance))
                {
                    element = 3;
                }

                if (_invadertypes == null || _invadertypes.Length <= element)
                {
                    Debug.LogError("(wavesystem:spawn) Keine Invasoren zum erstellen verfügbar.");

                    return;
                }

                GameObject invader   = null;
                GameObject healthbar = null;

                switch (element)
                {
                case 0:
                    invader = poolmanager.instance.getPooledObject("airInvader");
                    break;

                case 1:
                    invader = poolmanager.instance.getPooledObject("earthInvader");
                    break;

                case 2:
                    invader = poolmanager.instance.getPooledObject("fireInvader");
                    break;

                case 3:
                    invader = poolmanager.instance.getPooledObject("waterInvader");
                    break;

                default:
                    break;
                }

                healthbar = poolmanager.instance.getPooledObject("healthbar");

                if (invader)
                {
                    invader newInvader = invader.GetComponent <invader>();

                    followtarget follow = healthbar.GetComponent <followtarget>();
                    healthbar    bar    = healthbar.GetComponent <healthbar>();

                    if (newInvader)
                    {
                        newInvader.transform.position       = _startWaypoint.transform.position;
                        newInvader.movement.currentWaypoint = null;
                        newInvader.movement.nextWaypoint    = null;

                        /*
                         *
                         * SKALIERUNG
                         *
                         */

                        newInvader.health.maximumHealth = 100.0f;
                        //newInvader.health.reset();

                        newInvader.movement.movementSpeed = 1;
                        newInvader.lifedamage.damage      = 1;
                        newInvader.elementalenergy.energy = 10;


                        //modmanage.anwenden(IDS, newInvader);

                        /*
                         *
                         * ENDE
                         *
                         */

                        newInvader.gameObject.SetActive(true);

                        if (bar)
                        {
                            bar.healthObject = newInvader.health;
                            bar.reset();
                        }

                        if (follow)
                        {
                            follow.targetToFollow = newInvader.transform;
                            follow.Update();
                            follow.gameObject.SetActive(true);
                        }

                        _spawnCount--;
                    }
                }
            }
        }
    }