// Combat void attack() { // empeche l'ennemi de traverser le joueur agent.destination = transform.position; //Si pas de cooldown if (Time.time > attackTime) { Debug.Log("ATTACK"); // if (!waitForNextAnimation) // { animations.Play("Attack"); if (Target.gameObject.tag == ("Player")) { Player player = GameObject.Find("Player").GetComponent <Player>(); player.TakeDamage(TheDammage); } if (Target.gameObject.tag.Contains("Enemy")) { EnemyAi enemy = Target.gameObject.GetComponent <EnemyAi>(); enemy.ApplyDammage(TheDammage, Target.transform.position); } // } // Target.GetComponent<PlayerInventory>().ApplyDamage(TheDammage); //Debug.Log("L'ennemi a envoyé " + TheDammage + " points de dégâts"); attackTime = Time.time + attackRepeatTime; } }
public IdleState(EnemyAi enemyAi) { _enemyAi = enemyAi; _animator = enemyAi.Animator; _rigidBody2D = enemyAi.RigidBody; _move = false; }
protected void Awake() { enemyAI = GameObject.FindObjectOfType <EnemyAi>(); tm = Object.FindObjectOfType <Turnmanager>(); enemyAI.strategy = this.strategy; #region shippositions PShipPos = new Transform[5]; CShipPos = new Transform[5]; //find all the positions for the ships in the scene GameObject[] playerShipPositions = GameObject.FindGameObjectsWithTag("PlayerShipPositions"); GameObject[] computerShipPositions = GameObject.FindGameObjectsWithTag("ComputerShipPositions"); //get the transform.positions from these gameobjects to load the ships from the fleet into the scene for (int i = 0; i < playerShipPositions.Length; i++) { PShipPos[i] = playerShipPositions[i].transform; CShipPos[i] = computerShipPositions[i].transform; } #endregion for (int i = 0; i < cShipsToLoad.Count;) { GameObject shipToAdd = GameObject.Instantiate(cShipsToLoad[i]); shipToAdd.name = "computers " + shipToAdd.GetComponent <Ship>().GetType().ToString() + " " + i.ToString(); enemyAI.hangar.AddShipToFleet(shipToAdd); shipToAdd.SetActive(false); i++; } }
private void Awake() { enemyAi = GetComponentInParent <EnemyAi>(); animator = GetComponent <Animator>(); Player = GameObject.FindWithTag("Player").transform; audioManager = FindObjectOfType <AudioManager>(); }
// Start is called before the first frame update void Start() { target = GetComponent <EnemyAi>().target; distanceAbovePlayerOriginal = distanceAbovePlayer; ai = GetComponent <EnemyAi>(); parentTransform = transform.parent; }
void OnCollisionEnter(Collision collision) { if (!collision.transform.CompareTag("Player")) { ContactPoint contact = collision.contacts[0]; print(collision.gameObject.name); if (collision.transform.CompareTag("Wall") || collision.transform.CompareTag("Ground")) { Instantiate(BulletHole, contact.point, Quaternion.identity); } EnemyAi ghost = collision.gameObject.GetComponentInParent <EnemyAi>(); if (ghost != null) { if (ghost.CompareTag("Ghost")) { print("hit"); ghost.TakeDamage(); } } k = Instantiate(explosionEffect, transform.position, Quaternion.identity); Destroy(gameObject, 0.08f); //Destroy(k, 0.19f); GetComponent <MeshRenderer>().enabled = false; GetComponent <SphereCollider>().enabled = false; GetComponent <Rigidbody>().velocity = Vector3.zero; } }
// Start is called before the first frame update void Start() { if (GetComponent <EnemyAi>() != null) { enemyAi = GetComponent <EnemyAi>(); } if (transform.parent != null) { if (transform.parent.GetComponent <PlayerMovement>() != null) { playerMovement = transform.parent.GetComponent <PlayerMovement>(); } if (transform.parent.GetChild(0).GetChild(0).GetComponent <GunController>() != null) { gunController = transform.parent.GetChild(0).GetChild(0).GetComponent <GunController>(); } } LoadTextures(); //transform.GetChild(0).GetComponent<MeshRenderer>().material.EnableKeyword("_NORMALMAP"); //transform.GetChild(0).GetComponent<MeshRenderer>().material.EnableKeyword("_METALLICGLOSSMAP"); if (!onlyOneTextureSet) { controller = GetComponent <SpriteDirController>(); } }
void Start() { animate = this.GetComponent <Animator>(); //Enemy = GameObject.Find("Enemy"); scriptEnemigo = Enemy.GetComponent <EnemyAi>(); col = GetComponent <CapsuleCollider>(); }
public NodeAttackMelee(EnemyAi _enemy) { enemy = _enemy; frontSwing = enemy.meleeFrontSwing; attackTime = enemy.meleeAttackTime; backSwing = enemy.meleeBackSwing; }
public NodeSpecialAttackRanged(EnemyAi _enemy) { enemy = _enemy; projectileSpeed = enemy.specialSpeed; frontSwing = enemy.specialFrontSwing; attackTime = enemy.specialAttackTime; backSwing = enemy.specialBackSwing; }
float lungeSpeed;// = 1000f; public NodeSpecialAttackLunge(EnemyAi _enemy) { enemy = _enemy; lungeSpeed = enemy.specialSpeed; frontSwing = enemy.specialFrontSwing; attackTime = enemy.specialAttackTime; backSwing = enemy.specialBackSwing; }
private void Start() { sources = GetComponent <AudioSource>(); health = GetComponent <EnemyHealth>(); singleHealth = GetComponent <EnemyHealth_Single>(); ai = GetComponent <EnemyAi>(); singleAi = GetComponent <EnemyAi_Single>(); }
void Start() { doOnce = false; ai = GetComponent <EnemyAi>(); decalHandler = GameObject.Find("DecalHandler"); currentHealth = MaxHealth; transform.GetChild(0).GetComponent <MeshRenderer>().material.SetFloat("_MaxHealth", MaxHealth); transform.GetChild(0).GetComponent <MeshRenderer>().material.SetFloat("_Health", currentHealth); playersDamage = new int[2]; }
public IdleState(Transform leftPosition, Transform rightPosition, EnemyAi enemyAi, Mover mover) { _leftPosition = leftPosition.position.x; _rightPosition = rightPosition.position.x; _animator = enemyAi.Animator; _rigidBody2D = enemyAi.RigidBody; _mover = mover; _move = true; _enemyAi = enemyAi; }
private void Awake() { enemy_Animator = GetComponent <Animator>(); enemy_AI = GetComponent <EnemyAi>(); All_Colliders = GetComponentsInChildren <Collider>(true); enemy_Destroy_Script = GetComponent <Enemy_Destroy>(); player = GameObject.Find("PlayerObj").transform; agent = GetComponent <NavMeshAgent>(); }
// Use this for initialization void Start() { EAI = GetComponent <EnemyAi>(); SR = GetComponent <SpriteRenderer>(); EAI.EC = this; Startpoint = transform.position; AiStart = true; prc = GameObject.FindObjectOfType <PlayerRobotContral>(); }
public void Init(PlayerInfo.PlayerType type) { playerInfo.playerType = type; gameObject.layer = LayerMask.NameToLayer("Player"); action = PlayerInfo.Action.None; if (playerInfo.playerType == PlayerInfo.PlayerType.Player1) { playerInfo.charaType = GameMaster.Instance.charaType1; } else { playerInfo.charaType = GameMaster.Instance.charaType2; } if (GameMaster.Instance.mode == GameMaster.GameMode.TwoPlayerMode) { playerInfo.humanType = PlayerInfo.HumanType.Human; GetComponent <EnemyAi> ().enabled = false; } else { if (GameMaster.Instance.ctrPos == GameMaster.CtrLeft) { //左ならCOMは右 if (playerInfo.playerType == PlayerInfo.PlayerType.Player1) { GetComponent <EnemyAi> ().enabled = false; playerInfo.humanType = PlayerInfo.HumanType.Human; } else { humanPlayer = GameObject.Find("Player1"); playerInfo.humanType = PlayerInfo.HumanType.Com; GetComponent <EnemyAi> ().enabled = true; enemyAi = GetComponent <EnemyAi> (); } } else { //右ならCOMは左 if (playerInfo.playerType == PlayerInfo.PlayerType.Player1) { humanPlayer = GameObject.Find("Player2"); playerInfo.humanType = PlayerInfo.HumanType.Com; GetComponent <EnemyAi> ().enabled = true; enemyAi = GetComponent <EnemyAi> (); } else { GetComponent <EnemyAi> ().enabled = false; playerInfo.humanType = PlayerInfo.HumanType.Human; } } } }
void OnTriggerEnter2D(Collider2D collider) { //On hitting the enemy EnemyAi enemy = collider.GetComponent <EnemyAi> (); if (enemy != null) { enemy.TakeDamage(damage); CameraShake.Instance.Shake(); Instantiate(dieEffect, transform.position, transform.rotation); } Destroy(gameObject); }
//GameObject PilzEnemy; // Start is called before the first frame update void Start() { // PilzEnemy = GameObject.Find("PilzEnemy"); AiScript = transform.parent.gameObject.GetComponent <EnemyAi>(); EnemyScript = transform.parent.gameObject.GetComponent <Enemy>(); //AiScript = GetComponent<EnemyAi>(); animator = GetComponent <Animator>(); isDead = Animator.StringToHash("IsDead"); arHash = Animator.StringToHash("AttackRange"); enemyIsDead = Animator.StringToHash("EnemyIsDead"); }
public void InitializeEnemy() { animatorHealthbar = GetComponentInChildren <Animator>(); mapConfig = GameObject.FindGameObjectWithTag("Map").GetComponent <MapConfig>(); Vector3 tileCoords = mapConfig.tileMap.WorldCoordToTileCoord((int)transform.position.x, (int)transform.position.z); enemyAi = GetComponent <EnemyAi>(); actionPoints = GetComponent <ActionPoints>(); tileX = (int)tileCoords.x; tileY = (int)tileCoords.z; mapConfig.tileMap.UnitMapData(tileX, tileY); actionPoints.unitConfig = this; }
public void Reset() { // transform.position = initial_position; // transform.localRotation = Quaternion.Euler(0.0f, -transform.rotation.y, 0.0f); health_slider.value = maxHealth; for (int i = 0; i < enemies.Length; i++) { enemyAi = enemies[i].GetComponent <EnemyAi>(); enemyAi.Reset(); } // playerGameObject.transform.position = new Vector3(-21.8f, 30.15f, 407.2f); // Debug.Log(player.transform.position); }
void Spawn() { GameObject enemySpawned = Instantiate(enemy, transform.position, Quaternion.identity); Character stats = enemySpawned.GetComponent <Character>(); stats.spawner = this; EnemyAi enemyai = enemySpawned.GetComponent <EnemyAi>(); enemyai.playerLocation = playerLocation; enemyai.player = player; spawning = false; }
//gun has shot andhits npc private void Shoot() { RaycastHit hit; if (Physics.Raycast(_gunBarrel.transform.position, _gunBarrel.transform.right, out hit, _gunRange)) { Debug.Log("Gun hitted " + hit.transform.name); if (hit.transform.tag == "Enemy") { EnemyAi target = hit.transform.GetComponent <EnemyAi>(); if (target != null) { target.NpcRecivesDamage(_gunDamage); } } } }
void OnTriggerEnter(Collider other) { if (other.CompareTag(_target)) { other.GetComponent <Vida> ().CambioDeVida(ataque); Quaternion angulo = Quaternion.Euler(0, 0, 0); Instantiate(efecto, transform.position, angulo); Vector3 dir = other.transform.position - owner.transform.position; dir.y = 0; dir.Normalize(); EnemyAi _EnemyScript = other.GetComponent <EnemyAi> (); if (_EnemyScript != null) { other.GetComponent <EnemyAi> ().AddImpact(dir, empuje); } } }
public List <EnemyAi> GetNeighbors(EnemyAi member, float radius) { List <EnemyAi> neighborsFound = new List <EnemyAi>(); foreach (var otherMember in conf.members) { if (otherMember == member) { continue; } if (Vector3.Distance(member.transform.position, otherMember.transform.position) <= radius) { neighborsFound.Add(otherMember.GetComponent <EnemyAi>()); } } return(neighborsFound); }
void OnCollisionEnter(Collision collision) { if (collision.gameObject.tag == "Enemy") { print("PPP"); Instantiate(playerParticle, transform.position + new Vector3(0, 3, 0), Quaternion.identity); canRun = false; enemyAi_Script = collision.gameObject.GetComponentInParent <EnemyAi>(); foreach (var col in enemyAi_Script.All_Colliders) { col.enabled = true; } enemyAi_Script.Main_Collider.enabled = false; enemyAi_Script.enabled = false; enemyAi_Script.GetComponent <Animator>().enabled = false; enemyAi_Script.GetComponent <Rigidbody>().useGravity = true; StartCoroutine("Run"); //Rb.isKinematic = true; Destroy(enemyAi_Script.gameObject, 4f); } if (collision.gameObject.tag == "Wall") { //Rb.rotation = Quaternion.Euler(0,180,0); var speed = lastVelocity.magnitude; var direction = Vector3.Reflect(lastVelocity.normalized, collision.contacts[0].normal); transform.eulerAngles = direction; Rb.velocity = direction * Mathf.Max(speed, 0); } if (collision.gameObject.tag == "Breakable") { collision.gameObject.layer = LayerMask.NameToLayer("Pieces"); //Rb.isKinematic = true; StartCoroutine("Breakable_Hit_Delay"); } }
// Attacks all enemies in range private void attack() { animator.SetTrigger("Attack"); Collider2D[] hitEnemies = Physics2D.OverlapCircleAll(attackPoint.position, attackRange, enemyLayers); foreach (Collider2D enemy in hitEnemies) { EnemyAi target = enemy.GetComponent <EnemyAi>(); Boss bossTarget = enemy.GetComponent <Boss>(); if (target) { target.TakeDamage(attackDamage); } else if (bossTarget) { bossTarget.TakeDamage(attackDamage); } } }
void Start() { canvas = FindObjectOfType <Canvas>(); HealthBarPrefab = Resources.Load("Prefabs/HealthBar") as GameObject; SCM = new SceneManagement(); scene = FindObjectOfType <SuperScene>(); computer = FindObjectOfType <EnemyAi>(); scene.LoadComputerShips(); scene.LoadPlayerShips(); this.playerHangar = PersistantDataManager.Instance.GetPlayerHangar(); makeHealthBars(); playerFleet = playerHangar.GetFleet(); computerFleet = computer.hangar.GetFleet(); DBM.createStateSelectionUIElement(); for (int i = 0; i < playerFleet.Count; i++) { print("creating target buttons and state buttons for " + playerFleet.ElementAt(i).Value.name); DBM.createTargetButton(playerFleet.ElementAt(i).Value); playerFleet.ElementAt(i).Value.GetComponent <Ship>().Init(); } for (int i = 0; i < computerFleet.Count; i++) { print("creating target buttons for " + computerFleet.ElementAt(i).Value.name); DBM.createTargetButton(computerFleet.ElementAt(i).Value); computerFleet.ElementAt(i).Value.GetComponent <Ship>().Init(); } StartCoroutine(StartTurn()); }
void OnTriggerEnter2D(Collider2D hit) { for (int i = 0; i < stuffToTurnOn.Length; i++) { stuffToTurnOn [i].SetActive(true); } GameObject.Find("SpawnControl").SetActive(false); GameObject[] enemies = GameObject.FindGameObjectsWithTag("Enemy"); for (int i = 0; i < enemies.Length; i++) { if (enemies[i].name == "Ben'sDrone(Clone)") { EnemyAi droneAI = enemies [i].GetComponent <EnemyAi>(); droneAI.target = GameObject.Find("DronesComeHereToDisapear").transform; Destroy(enemies[i], 3f); } } }
// Update is called once per frame void Update() { //look for hit in the next frame RaycastHit2D hit = Physics2D.Raycast(transform.position, velocity.normalized, 1f, layerMask); Debug.DrawLine(this.transform.position, this.transform.position + new Vector3(velocity.normalized.x, velocity.normalized.y)); if (hit.collider != null) { //projectile hit its target if (hit.collider.gameObject.tag == EnemyTag) { EnemyAi enemy = hit.collider.gameObject.GetComponent <EnemyAi> (); DealDamage(enemy); } Destroy(this.gameObject); } if (Time.time >= DestroyTime) { Destroy(this.gameObject); } }