Ejemplo n.º 1
0
 // Start is called before the first frame update
 void Start()
 {
     OwnerScript = this.gameObject.GetComponent <EnemySet> ();
     Player      = GameObject.Find("Player");
     anim        = this.gameObject.GetComponent <Animator> ();
     nav         = this.gameObject.GetComponent <NavMeshAgent> ();
 }
Ejemplo n.º 2
0
 // Start is called before the first frame update
 void Start()
 {
     Player       = GameObject.Find("Player");
     PlayerStatus = Player.GetComponent <Status> ();
     OwnStatus    = GetComponent <EnemySet> ();
     anim         = GetComponent <Animator> ();
 }
Ejemplo n.º 3
0
 // Start is called before the first frame update
 void Start()
 {
     nav          = GetComponent <NavMeshAgent> ();
     anim         = GetComponent <Animator> ();
     PlayerStatus = GameObject.Find("Player").GetComponent <Status> ();
     MainScript   = GetComponent <EnemySet> ();
     Player       = GameObject.Find("Player");
     anim.SetBool("Break", true);
 }
Ejemplo n.º 4
0
    private void Update()
    {
        float worldSpawnLine = spawnAnchor.position.y + spawnLine;

        if (nextSpawnPosition.y < worldSpawnLine)
        {
            EnemySet enemySet = GetEnemySet(nextSpawnPosition.y);
            Instantiate(enemySet.RandomChoice(), nextSpawnPosition, Quaternion.identity);
            nextSpawnPosition = GenerateSpawnPosition();
        }
    }
Ejemplo n.º 5
0
    private void NextSet()
    {
        currentSetNumber++;

        if (currentSetNumber - 1 < currentWave.enemySets.Length)
        {
            currentEnemySet = currentWave.enemySets[currentSetNumber - 1];

            enemiesRemainingToSpawn = currentEnemySet.enemyCount;
            enemiesRemainingAlive   = currentEnemySet.enemyCount;
            _canSpawn = true;
        }
    }
Ejemplo n.º 6
0
        public async Task <IActionResult> OnGetAsync(int?id)
        {
            if (id == null)
            {
                return(NotFound());
            }

            EnemySet = await _context.EnemySets.FindAsync(id);

            if (EnemySet == null)
            {
                return(NotFound());
            }
            return(Page());
        }
Ejemplo n.º 7
0
    private void Awake()
    {
        // ! gameCtrl.Init is just here while building levels, so we don't need to go through PreGame during testing.
        // Once game is ready to ship, delete it.
        items             = Resources.Load <ItemBaseSet>("ScriptableObjects/SpriteSets/ItemBaseSet");
        enemies           = Resources.Load <EnemySet>("ScriptableObjects/SpriteSets/EnemySet");
        spriteTossableSet = Resources.Load <SpriteTossableSet>("ScriptableObjects/SpriteSets/SpriteTossableSet");

        holdWeight = Resources.Load <ScriptableInt>("ScriptableObjects/weightHeldObj");
        mousePos   = Resources.Load <ScriptableVector2>("ScriptableObjects/v2_mouseWorldPos");

        levelMsg = Resources.Load <StringParamEvent>("ScriptableObjects/Events/WithParam/Str_AnyMsg");

        WaterSurfaceYPos = (waterObj.transform.position.y + (waterObj.GetComponent <Game2DWater>().WaterSize.y * 0.5f));

        gameCtrl.Init();
    }
Ejemplo n.º 8
0
        // To protect from overposting attacks, see https://aka.ms/RazorPagesCRUD
        public async Task <IActionResult> OnPostAsync()
        {
            var emptyEnemySet = new EnemySet();

            if (await TryUpdateModelAsync <EnemySet>(
                    emptyEnemySet,
                    "enemyset", // Prefix for form value.
                    d => d.Name, d => d.Description))
            {
                _context.EnemySets.Add(emptyEnemySet);
                await _context.SaveChangesAsync();

                return(RedirectToPage("./Index"));
            }

            return(Page());
        }
Ejemplo n.º 9
0
    private void Awake()
    {
        _enemies  = ScriptableObject.CreateInstance <EnemySet>();
        _renderer = GetComponent <SpriteRenderer>();
        _collider = GetComponent <BoxCollider2D>();

        foreach (Enemy enemy in GetComponentsInChildren <Enemy>(true))
        {
            _enemies.Add(enemy);
        }

        if (GetComponentInParent <LianaSeamless>())
        {
            return;
        }

        GameManager.Instance.RegisterForRespawn(gameObject);
    }
Ejemplo n.º 10
0
        /// <summary>
        /// Read enemylist.csv to construct EnemyInstances.
        /// </summary>
        private void ReadEnemyInstancesFromFile()
        {
            EnemySet enemySet = Properties.Resources.EnemySet.Deserialize <EnemySet>();

            foreach (Enemy enemy in enemySet)
            {
                EnemyInstance enemyInstance = new EnemyInstance(
                    Convert.ToInt32(enemy.Index, 16),
                    Convert.ToInt32(enemy.StageNumber, 16),
                    Convert.ToInt32(enemy.RoomNumber, 16),
                    Convert.ToInt32(enemy.ScreenNumber, 16),
                    enemy.IsActive,
                    Convert.ToInt32(enemy.EnemyId, 16),
                    Convert.ToInt32(enemy.PositionX, 16),
                    Convert.ToInt32(enemy.PositionY, 16),
                    Convert.ToInt32(enemy.PositionAir, 16),
                    Convert.ToInt32(enemy.PositionGround, 16),
                    enemy.FaceRight);

                EnemyInstances.Add(enemyInstance);
            }
        }
Ejemplo n.º 11
0
    IEnumerator Spawn()
    {
        // Incriment enemy count first!!!
        foreach (EnemySet enemySet in enemySets)
        {
            GameLogic.EnemyCount += enemySet.count;
        }

        GameObject[] spawns = GameObject.FindGameObjectsWithTag("SpawnPoint");
        while (true)
        {
            if (enemySets.Count == 0)
            {
                break;
            }

            int      setIndex = Random.Range(0, enemySets.Count);
            EnemySet enemySet = enemySets[setIndex];

            int     spawnIndex = Random.Range(0, spawns.Length);
            Vector2 center     = spawns[spawnIndex].transform.position;
            Vector2 offset     = Random.insideUnitCircle * (spawns[spawnIndex].transform.localScale.x / 2.0f);

            GameObject obj = (GameObject)GameObject.Instantiate(Resources.Load(enemySet.enemy), center + offset, Quaternion.identity);
            obj.GetComponent <Enemy>().Reset(enemySet.value);

            --enemySet.count;
            if (enemySet.count == 0)
            {
                enemySets.RemoveAt(setIndex);
            }

            yield return(new WaitForSeconds(0.08f));
        }

        waveComplete = true;
    }
Ejemplo n.º 12
0
 private void Awake()
 {
     enemies = Resources.Load <EnemySet>("ScriptableObjects/SpriteSets/EnemySet");
     enemies.Add(this);
 }
Ejemplo n.º 13
0
    void FindClosetEnemy()
    {
        float    distanceToCloseEnemy = Mathf.Infinity;
        EnemySet ClosetEnemy          = null;

        allEnemies = PlayerStatus.EnemyNear;
        foreach (EnemySet CurrentEnemy in allEnemies)
        {
            float distanceToEnemy = Vector3.Distance(CurrentEnemy.transform.position, Player.transform.position);
            if (distanceToEnemy < distanceToCloseEnemy)
            {
                distanceToCloseEnemy = distanceToEnemy;
                ClosetEnemy          = CurrentEnemy;
            }
            float Distance = Vector3.Distance(Player.transform.position, ClosetEnemy.transform.position);
            if (distanceToCloseEnemy < 20)
            {
                if (PlayerStatus.LockCloset == true)
                {
                    if (LastClosetEnemy != null)
                    {
                        Vector3 ClosetPos = new Vector3(LastClosetEnemy.gameObject.transform.position.x, LastClosetEnemy.gameObject.transform.position.y + 1, LastClosetEnemy.gameObject.transform.position.z);
                        transform.position = ClosetPos;
                        transform.rotation = ClosetEnemy.transform.rotation;
                        CurrentTarget      = ClosetEnemy.gameObject;
                    }
                }
                else
                {
                    transform.position = new Vector3(allEnemies [PlayerStatus.EnemyCount].transform.position.x, allEnemies [PlayerStatus.EnemyCount].transform.position.y + 1, allEnemies [PlayerStatus.EnemyCount].transform.position.z);
                    transform.rotation = allEnemies [PlayerStatus.EnemyCount].transform.rotation;
                    CurrentTarget      = allEnemies [PlayerStatus.EnemyCount].gameObject;
                }
                if (CameraSelect.GetComponent <SelectCamera> ().CurrentCamera == CameraAim.gameObject && Player.GetComponent <MovementController> ().lockTarget == true)
                {
                    if (PlayerStatus.LockCloset == true)
                    {
                        if (LastClosetEnemy == null)
                        {
                            LastClosetEnemy = ClosetEnemy.gameObject;
                        }
                        else
                        {
                            if (distanceToEnemy > 20)
                            {
                                LastClosetEnemy = null;
                                CameraSelect.GetComponent <SelectCamera> ().CurrentCamera = GameObject.Find("Player Camera").gameObject;
                                Player.GetComponent <MovementController> ().lockTarget    = false;
                            }
                        }
                    }
                    else
                    {
                        LastClosetEnemy = null;
                    }
                }
                if (distanceToCloseEnemy <= 20 && Player.GetComponent <MovementController> ().InBattle == false)
                {
                    Player.GetComponent <MovementController> ().InBattle = true;
                }
                if (CameraSelect.GetComponent <SelectCamera> ().CurrentCamera == CameraAim.gameObject && Player.GetComponent <MovementController> ().lockTarget == true && Distance >= 50 || PlayerStatus.EnemyNear.Count == 0)
                {
                    LockOff();
                    Player.GetComponent <MovementController> ().InBattle = false;
                    CurrentTarget           = null;
                    PlayerStatus.LockCloset = true;
                }
            }
        }
    }
Ejemplo n.º 14
0
 // Start is called before the first frame update
 void Start()
 {
     MainScript = Owner.GetComponent <EnemySet> ();
 }
Ejemplo n.º 15
0
 public InitializeOverWorldEnemy(Vector2Int aSpawnPosition, List <Vector2Int> aPathToFollow, EnemySet aEnemySet)
 {
     m_PathToFollow  = aPathToFollow;
     m_SpawnPosition = aSpawnPosition;
     m_Enemyset      = aEnemySet;
 }
Ejemplo n.º 16
0
 void Awake()
 {
     EnemyContainer = GameObject.Find("Enemy Set").GetComponent <EnemySet>(); // Подключаем контейнер с проттивниками
     interval       = Camera.main.ViewportToWorldPoint(new Vector2(1, 1)).x;
 }