Ejemplo n.º 1
0
 virtual protected void Start()
 {
     _pv   = PhotonView.Get(this);
     _ais  = GetComponent <AIScanner> ();
     _aimh = GetComponent <AIMovementHandler> ();
     _aish = GetComponent <AIStatusHandler> ();
     _ch   = GetComponent <CombatHandler> ();
 }
Ejemplo n.º 2
0
    void Start()
    {
        _ch   = GetComponent <CombatHandler> ();
        _aimh = GetComponent <AIMovementHandler> ();
        _csh  = GetComponent <CharacterStatusHandler> ();

        //dev
//		InvokeRepeating ("Scan", 1f, _scanInterval);
    }
Ejemplo n.º 3
0
    // Start is called before the first frame update
    void Start()
    {
        chunkSize = ObstacleController.instance.ChunkSize;

        AIMovementHandler = GetComponent <AIMovementHandler>();

        entity        = convertedEntityHolder.GetEntity();
        entityManager = convertedEntityHolder.GetEntityManager();

        //AddNearbyEnemy(startingNearbyObject);

        //NearbyEnemies.Add(enemyTest);
    }
Ejemplo n.º 4
0
    /// <summary>
    /// Gets the near alive player position to spawn a revived / connecting player
    /// </summary>
    /// <returns>The near alive player position.</returns>
    Vector3?getNearAlivePlayerPos(AIMovementHandler alivePlayer)
    {
        Vector3?pos  = null;
        int     rand = Random.Range(0, alivePlayer.MeleeSlots.Count);

        foreach (var slot in alivePlayer.GetComponent <AIMovementHandler>().MeleeSlots)
        {
            //check if position is movable
            if (alivePlayer.IsCellWalkable(slot.POS))
            {
                pos = slot.POS;
            }
        }

        return(pos);
    }
Ejemplo n.º 5
0
    /// <summary>
    /// Called when this character dies
    /// </summary>
    protected override void die()
    {
        base.die();

        //do below only for AIStatusHandlers(Non-player units)
//		if (!(this is AIStatusHandler))
//			return;

        if (Type != TYPE.NON_PLAYER_AI)
        {
            return;
        }

//		//dev
//		DevAISpawner.DAIS.DisplayRemainingEnemyCount ();

        //Network
        //destroy object after duration
        destroyObject(20f);
//		Invoke ("destroyObject", 20f);

        //remove this character from dynamic obstacle
        AIMovementHandler.UpdateDynamicAINumbers();
    }
Ejemplo n.º 6
0
    void DoBumperDamage(Collision2D col)
    {
        if (_animator._bumperActive)
        {
            _mainCamera.ShouldJitterCamera = true;
            Vector3 direction = col.gameObject.transform.position - transform.parent.transform.position;



            float _thisMomemtum = GetComponentInParent <EntityMovementHandler>().GetForce;

            float _otherMomentum = col.gameObject.GetComponent <EntityMovementHandler>().GetForce;

            float _momemtumDiff = Mathf.Abs(Mathf.Abs(_thisMomemtum) - Mathf.Abs(_otherMomentum));


            float entityDamage = Constants.BUMPER_DAMAGE_BASE;


            if (col.gameObject.GetComponent <EntityMovementHandler>().GetType() == typeof(MovementHandler))
            {
                MovementHandler _movementHandler = (MovementHandler)col.gameObject.GetComponent <EntityMovementHandler>();
                _movementHandler.DoDamage(entityDamage);
            }
            else if (col.gameObject.GetComponent <EntityMovementHandler>().GetType() == typeof(AIMovementHandler))
            {
                AIMovementHandler _aiMovementHandler = (AIMovementHandler)col.gameObject.GetComponent <EntityMovementHandler>();
                _aiMovementHandler.DoDamage(entityDamage);
            }


            col.gameObject.GetComponent <Rigidbody2D>().AddForce(direction.normalized * _momemtumDiff * 5.0f);

            _hit = true;
        }
    }
    // Start is called before the first frame update
    void Start()
    {
        AIMovementHandler = GetComponentInParent <AIMovementHandler>();

        forceOverLifetimeModule = particleSystem.forceOverLifetime;
    }