// Use this for initialization void Start() { defaultScreenRes.x = 1920; defaultScreenRes.y = 1080; Instance = this; }
private void OnTriggerEnter2D(Collider2D collision) { if (collision.gameObject.layer != 13 && collision.gameObject.layer != 14 && collision.gameObject.layer != 17 && collision.gameObject.layer != 21) { GetComponent <CircleCollider2D>().enabled = false; rb.velocity = Vector2.zero; transform.parent = collision.transform; hasHit = true; rb.isKinematic = true; gameObject.layer = 14; GetComponent <TrailRenderer>().emitting = false; } EnemyHP enemy = collision.GetComponent <EnemyHP>(); if (enemy != null) { enemy.TakeDamage(damage); DamageIndicator.Create(enemy.transform.position, damage); FindObjectOfType <AudioManager>().Play("ArrowIn"); } }
private void Shoot() { _timer = 0f; _gunFlash.enabled = true; _lineRenderer.enabled = true; _lineRenderer.SetPosition(0, transform.position); _shootRay.origin = transform.position; _shootRay.direction = transform.forward; Debug.Log(DamagePerShot * (Buff_2XDamage ? 2 : 1)); if (Physics.Raycast(_shootRay, out _shootHit, ShootingDistance, _shootableMask)) { EnemyHP enemyHealth = _shootHit.collider.GetComponent <EnemyHP>(); if (enemyHealth != null) { enemyHealth.TakeDamage(DamagePerShot * (Buff_2XDamage ? 2 : 1)); } _lineRenderer.SetPosition(1, _shootHit.point); } else { _lineRenderer.SetPosition(1, _shootRay.origin + _shootRay.direction * ShootingDistance); } }
private void OnTriggerEnter2D(Collider2D collision) { if (collision.gameObject.CompareTag("Enemigo")) { EnemyHP enemigo = collision.gameObject.GetComponent <EnemyHP>(); if (enemigo != null) { FindObjectOfType <Score>().addpoints(25); enemigo.Damage(DamageAmaount); Destroy(this.gameObject); } } if (collision.gameObject.CompareTag("meteoro")) { meteorito Meteorito = collision.gameObject.GetComponent <meteorito>(); if (Meteorito != null) { FindObjectOfType <Score>().addpoints(10); Meteorito.Destroymeteoro(); GameObject particles = Instantiate(Hitparticle, transform.position, transform.rotation); Destroy(particles, 5f); Destroy(this.gameObject); } } }
void Damage(Transform _target) { if (towerBullet) { EnemyHP enemyTarget = _target.GetComponent <EnemyHP>(); if (enemyTarget != null) { enemyTarget.TakeDamage(damage); } } else if (TownHall) { GameObject.Find("GameManager").GetComponent <GameManagerScript>().TownHallHP -= damage; TownHall = false; } else { StructureHP structureTarget = _target.GetComponent <StructureHP>(); if (structureTarget != null) { structureTarget.TakeDamage(damage); } } Destroy(gameObject); }
void Update() { if (target != null) { transform.rotation = Quaternion.Slerp(transform.rotation, Quaternion.LookRotation(target.position - transform.position), 5 * Time.deltaTime); if (Vector3.Distance(target.position, transform.position) >= 0.5) { transform.position += transform.forward * moveSpeed * Time.deltaTime; } else { if (target.tag == "Player") { HpPlayer = target.GetComponent<PlayerStats>(); Destroy(gameObject); HpPlayer.TakeDamage(damege); } else { HpEnemy = target.GetComponent<EnemyHP>(); Destroy(gameObject); HpEnemy.TakeDamage(damege); } } } if (target == null) { Destroy(gameObject); } }
void OnTriggerEnter(Collider collision) { if (explosion != null) { GameObject newExplosion = (GameObject)Instantiate(explosion); newExplosion.transform.position = this.transform.position; Object.Destroy(newExplosion, 4.0f); } if (explodeNoise != null) { AudioSource.PlayClipAtPoint(explodeNoise, transform.position, 1.0f); } //Debug.Log ("Boom 1!"); //this.GetComponent<Rigidbody>().AddExplosionForce(explosiveForce, transform.position, explosionRadius, 1.0f, ForceMode.Impulse); Rigidbody target = collision.GetComponent <Rigidbody>(); if (target != null) { GameManager.hits++; //line below not necessary bc StandardAssets //target.AddExplosionForce (explosiveForce, transform.position, explosionRadius, 1.0f, ForceMode.Impulse); } if (collision.gameObject.tag == "Enemy") { EnemyHP hp = collision.gameObject.GetComponent <EnemyHP> (); hp.ChangeHP(-1 * explosiveForce); } Object.Destroy(this.gameObject); }
private string enemyName = "enemy name"; //Target name // Use this for initialization void Start() { defaultScreenRes.x = 1920; //declare screen ratio defaultScreenRes.y = 1080; //declare screen ratio Instance = this; //declare this script to global script }
void UpdateTarget() { GameObject[] enemies = GameObject.FindGameObjectsWithTag(enemyTag); float shortestDistance = Mathf.Infinity; GameObject nearestEnemy = null; foreach (GameObject enemy in enemies) { float distanceToEnemy = Vector3.Distance(transform.position, enemy.transform.position); if (distanceToEnemy < shortestDistance) { shortestDistance = distanceToEnemy; nearestEnemy = enemy; } } if (nearestEnemy != null && shortestDistance <= range) { target = nearestEnemy.transform; targetEnemy = nearestEnemy.GetComponent <EnemyHP>(); } else { target = null; } }
private void Awake() { _player = GameObject.FindGameObjectWithTag("Player"); _playerHealth = _player.GetComponent <PlayerHP>(); _enemyHealth = GetComponent <EnemyHP>(); _anim = GetComponent <Animator>(); }
void Start() { enemy = GetComponent <Enemy>(); enemyhp = GetComponent <EnemyHP>(); target = Waypoints.points[0]; }
public void Shoot() { timer = 0f; gunAudio.Play(); gunLight.enabled = true; gunParticles.Stop(); gunParticles.Play(); gunLine.enabled = true; gunLine.SetPosition(0, transform.position); shootRay.origin = transform.position; shootRay.direction = rayHit.point - transform.position; shootRay.direction = new Vector3(shootRay.direction.x, 0.0f, shootRay.direction.z); if (Physics.Raycast(shootRay, out shootRayHit, range, shootableMask)) { EnemyHP enemyHP = shootRayHit.collider.GetComponent <EnemyHP>(); if (enemyHP != null) { enemyHP.TakeDamage(damagePerShot, shootRayHit.point); } gunLine.SetPosition(1, shootRayHit.point); } else { gunLine.SetPosition(1, shootRay.origin + shootRay.direction * range); } }
private void OnTriggerEnter2D(Collider2D collision) { if (collision.transform.tag == "Player") { Rigidbody2D rb = collision.GetComponent <Rigidbody2D>(); rb.drag = 30f; } //takingDamage = true; if (collision) { if (collision.tag == "enemy") { if (collision.GetComponent <EnemyHP>()) { EnemyHP enemy = collision.GetComponent <EnemyHP>(); enemy.repeatingDamageAmount = lavaDamageEnemy; enemy.damageRate = .5f; enemy.takingDamage = true; DamageIndicator.Create(collision.transform.position, lavaDamageEnemy); } } StartCoroutine(DealDamage(collision.gameObject)); } Instantiate(splash, collision.transform.position, Quaternion.Euler(-90, 0, 0)); }
void Attack() { isAttackPressed = true; Collider2D target = Physics2D.OverlapCircle(attackPoint.position, attackRange, enemyLayers); EnemyHP enemy = null; try { enemy = target.GetComponent <EnemyHP>(); } catch { } if (enemy != null) { enemy.GetComponent <EnemyHP>().TakeDamage(damage); DamageIndicator.Create(enemy.transform.position, damage); int attackIndex = Random.Range(1, 4); string soundClip = string.Concat("Swidle", attackIndex.ToString()); FindObjectOfType <AudioManager>().Play(soundClip); } else { int attackIndex = Random.Range(1, 4); string soundClip = string.Concat("Swidle", attackIndex.ToString()); FindObjectOfType <AudioManager>().Play(soundClip); } }
void Start() { information = Information.Instance; anim = GetComponent <Animator>(); rb = GetComponent <Rigidbody2D>(); tr = GetComponent <Transform>(); enemyHP = GetComponent <EnemyHP>(); }
private void Awake() { Target = GameObject.FindGameObjectWithTag("Player").transform; _navMesh = GetComponent <NavMeshAgent>(); _playerHp = Target.GetComponent <PlayerHP>(); _thisHp = GetComponent <EnemyHP>(); _animator = GetComponent <Animator>(); }
void Start() { enemyHP = GetComponent <EnemyHP>(); enemyHP.interfaceDeath = this as IDeath; anim = GetComponent <Animator>(); rb = GetComponent <Rigidbody2D>(); tr = GetComponent <Transform>(); RadiusAttack = thePrefab.GetComponent <ArrowFly>().GetRange; }
void Damage(Transform enemy) { EnemyHP e = enemy.GetComponent <EnemyHP>(); if (e != null) { e.TakeDamage(turretDamage); } }
// Use this for initialization void Awake() { enemyHP = GetComponent <EnemyHP>(); enemyHP.interfaceDeath = this as IDeath; information = Information.Instance; anim = GetComponent <Animator>(); rb = GetComponent <Rigidbody2D>(); tr = GetComponent <Transform>(); }
void Damage(Transform enemy) { EnemyHP e = enemy.GetComponent <EnemyHP>(); if (e != null) { e.Hit(damage); } }
void OnTriggerStay(Collider col) { if (col.gameObject.tag == Tag.Enemy) { GameObject enemy = col.gameObject; EnemyHP hp = enemy.GetComponent <EnemyHP>(); hp.OnDamage(dps); } }
void Start() { // Setting up the references. player = Player.INSTANCE; enemyHealth = GetComponent <EnemyHP>(); animator = GetComponent <Animator>(); renderer = GetComponent <SpriteRenderer>(); renderer.flipX = !facingRight; }
private void Awake() { #region Components player = GameObject.FindGameObjectWithTag("Player").transform; rb = GetComponent <Rigidbody2D>(); hp = GetComponent <EnemyHP>(); anim = GetComponent <Animator>(); #endregion }
// Check for collisions with enemies void OnTriggerEnter2D(Collider2D col) { EnemyHP s = col.gameObject.GetComponent <EnemyHP>(); if (s != null && col.gameObject.GetComponent <Turret>() == null) { s.die(); EHP.gotHit(Vector3.zero, 1); } }
void OnTriggerEnter2D(Collider2D collider) { EnemyHP enemy = collider.GetComponent <EnemyHP>(); if (enemy != null) { enemy.TakeDamage(10); } Destroy(gameObject); }
public void AttackPlayer(Item item, Sprite sprite, GameObject obj) { ItemBehavior_AttackPlayerMono atkMono = obj.AddComponent <ItemBehavior_AttackPlayerMono>(); EnemyHP hp = obj.GetComponent <EnemyHP>(); hp.enabled = true; obj.tag = "Enemy"; obj.layer = 11; atkMono.me = item; }
private void OnTriggerEnter(Collider Hit) { EnemyHP enemy = Hit.GetComponent <EnemyHP>(); if (enemy != null) { enemy.TakeDamage(AttackDamage); } Destroy(gameObject); }
void Attack() { //Bruh //Checks all colliders in circle of radius size 1f right now Collider2D[] colliders = Physics2D.OverlapCircleAll( new Vector2(transform.position.x + .5f * (controller.movement.facingRight? 1f : -1f), transform.position.y), .25f); bool somethingHit = false; SoundFXManager.instance.PlaySound("FX", "Woosh", false, .4f, .7f); for (int rep = 0; rep < colliders.Length; rep++) { EnemyHP hpComponent = colliders[rep].GetComponent <EnemyHP>(); if (hpComponent != null) { hpComponent.TakeDamage(0); somethingHit = true; } EnemyMeleeBehavior meleeBehavior = colliders[rep].GetComponent <EnemyMeleeBehavior>(); EnemyRangedBehavior rangedBehavior = colliders[rep].GetComponent <EnemyRangedBehavior>(); if (meleeBehavior != null) { meleeBehavior.AddToVelocity(12f * (controller.movement.facingRight? Vector3.right : Vector3.left)); somethingHit = true; } if (rangedBehavior != null) { rangedBehavior.AddToVelocity(12f * (controller.movement.facingRight? Vector3.right : Vector3.left)); somethingHit = true; } Statue statue = colliders[rep].GetComponent <Statue>(); if (statue != null) { statue.Break(); somethingHit = true; } } if (somethingHit) { CameraFollow.INSTANCE.ShakeScreen(1f); SoundFXManager.instance.PlaySound("FX", "Shove"); } CameraFollow.INSTANCE.ShakeScreen(.3f); }
IEnumerator SpawnEnemy() { //If something should happen to tell player that an enemy is spawnning, do it here, and within currentWave.spawningTime yield return(new WaitForSeconds(currentWave.spawningTime)); EnemyHP newEnemy = Instantiate(enemyPrefab, currentWave.formationData.GetNextPosition(), Quaternion.identity) as EnemyHP; newEnemy.transform.localRotation = Quaternion.Euler(0, 180, 0); newEnemy.OnDeath += OnEnemyDeath; }
private void OnTriggerEnter(Collider other) { if (other.tag == "Enemy" || other.tag == "Boss" && other.gameObject.GetComponent <EnemyHP>() != null) { EnemyHP enemyLife = other.GetComponent <EnemyHP>(); Debug.Log("EnemyLifeAtStart: " + enemyLife); enemyLife.life -= projectileDamage; PopupDamageController.instance.CreatePopupText(projectileDamage, other.gameObject.GetComponent <Transform>().transform); other.GetComponent <EnemyHP>().BloodSplat(); } }
void Attack(GameObject victim) { if (victim != null) { EnemyHP hp = victim.GetComponent <EnemyHP>(); if (hp != null) { hp.OnDamage(tower.dps); } } }
public float getTotalHp(string targetTag) { //初期化 life = 0; //タグ指定されたオブジェクトを配列で取得する foreach (GameObject obs in GameObject.FindGameObjectsWithTag(targetTag)){ if(targetTag == "Enemy"){ EnemyHpSclipt = obs.GetComponent<EnemyHP>(); life = life + EnemyHpSclipt.life; }else if(targetTag == "Player"){ PlayerHpSclipt = obs.GetComponent<PlayerHP>(); life = life + PlayerHpSclipt.life; } } //最も近かったオブジェクトを返す return life; }