Ejemplo n.º 1
0
        public static BaseEnemy.BaseAttributes Attributes(this EnemyTypes enemyType)
        {
            if (EnemyAttributes.ContainsKey(enemyType))
            {
                return(EnemyAttributes[enemyType]);
            }

            var enemyName = enemyType.ToString();
            var csvEntry  = GlobalContent.Enemy_Attributes[enemyName];

            var enemyAttributes = new BaseEnemy.BaseAttributes()
            {
                Health = csvEntry.Health,
                Speed  = csvEntry.Speed,

                BombardResist  = csvEntry.BombardResist,
                PiercingResist = csvEntry.PiercingResist,
                ChemicalResist = csvEntry.ChemicalResist,
                FrostResist    = csvEntry.FrostResist,
                FireResist     = csvEntry.FireResist,
                ElectricResist = csvEntry.ElectricResist,
            };

            EnemyAttributes[enemyType] = enemyAttributes;

            return(enemyAttributes);
        }
Ejemplo n.º 2
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        private void CreateAggressiveEnemy(int x, int y, EnemyTypes enemyType)
        {
            float waveZOffset = 6000;
            float waveYOffset = 5000;
            float waveOffset  = 30000;
            float pX          = 10;
            float pY          = y * waveYOffset;
            float pZ          = camera.Position.Z + ((x * waveZOffset) - (waveIndex * waveOffset));
            Enemy enemy       = new Enemy(enemyType);

            enemy.Initialise();
            enemy.OffsetPosition = new Vector3(pX, pY, pZ);
            enemy.Speed          = loader.WaveInfo.Velocity;
            enemy.HP             = loader.WaveInfo.HP;
            enemy.Attack         = loader.WaveInfo.Attack;
            enemy.AttackRate     = loader.WaveInfo.AttackRate;

            foreach (Enemy.EnemyMovement movement in loader.WaveInfo.GetWaveMovement())
            {
                enemy.Movement += movement;
                //amtitude --?
            }

            enemyManager.AddEnemy(enemy);
        }
Ejemplo n.º 3
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    public GameObject SpawnEnemy(EnemyTypes enemyType, Transform targetSpawner)
    {
        GameObject newEnemy;
        GameObject enemyShipObject = EnemyShipLarge;

        switch (enemyType)
        {
        case EnemyTypes.Boss:
            enemyShipObject = EnemyShipBoss;
            break;

        case EnemyTypes.Large:
            enemyShipObject = EnemyShipLarge;
            break;

        case EnemyTypes.Medium:
            enemyShipObject = EnemyShipMedium;
            break;

        case EnemyTypes.Small:
            enemyShipObject = EnemyShipSmall;
            break;
        }
        newEnemy = Instantiate(enemyShipObject, targetSpawner.transform.position, targetSpawner.transform.rotation) as GameObject;
        newEnemy.transform.parent = targetSpawner;

        return(newEnemy);
    }
Ejemplo n.º 4
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    public void SpawnEnemy(EnemyTypes enemyType, int pathIndex)
    {
        //Spawn enemy from pool and initialize it
        GameObject pf = pools[enemyType].Spawn();

        pf.GetComponent <Enemy>().SetPath(paths[pathIndex]);
    }
Ejemplo n.º 5
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 public void AddEnemy(EnemyTypes type, int hitPoints, int points, int count)
 {
     for (int i = 0; i < count; i++)
     {
         _enemies.Add(new Enemy(type, hitPoints, points));
     }
 }
Ejemplo n.º 6
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    public void OnKill(EnemyTypes enemyTypes)
    {
        switch (enemyTypes)
        {
        case EnemyTypes.Tier1:
            _score += (int)EnemyTypes.Tier1;
            UpdateScoreUi();
            break;

        case EnemyTypes.Tier2:
            _score += (int)EnemyTypes.Tier2;
            UpdateScoreUi();
            break;

        case EnemyTypes.Tier3:
            _score += (int)EnemyTypes.Tier3;
            UpdateScoreUi();
            break;

        case EnemyTypes.Miniboss:
            _score += (int)EnemyTypes.Miniboss;
            UpdateScoreUi();
            break;

        case EnemyTypes.Boss:
            _score += (int)EnemyTypes.Boss;
            UpdateScoreUi();
            break;

        default:
            _score += (int)EnemyTypes.Tier1;
            UpdateScoreUi();
            break;
        }
    }
Ejemplo n.º 7
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        public EnemyData GetEnemyDataByType(EnemyTypes type)
        {
            EnemyData result = null;

            switch (type)
            {
            case EnemyTypes.t1:
                result = enemy1Settings.GetEnemyData();
                break;

            case EnemyTypes.t2:
                result = enemy2Settings.GetEnemyData();
                break;

            case EnemyTypes.t3:
                result = enemy3Settings.GetEnemyData();
                break;

            default:
                Debug.Log("This type is not in enemies list: " + type);
                break;
            }

            if (result == null)
            {
                Debug.Log("This type is not in enemies list: " + type);
            }
            return(result);
        }
Ejemplo n.º 8
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        public IEnemy CreateEnemy(EnemyTypes enemyType)
        {
            switch (enemyType)
            {
            case EnemyTypes.PowerUp:
                powerupReloadClock.Restart();
                return(new Enemy1(enemyTextures[(int)EnemyTypes.PowerUp]));

            case EnemyTypes.Enemy2:
                enemyReloadClock.Restart();
                return(new Enemy2(enemyTextures[(int)EnemyTypes.Enemy2]));

            case EnemyTypes.Enemy3:
                enemyReloadClock.Restart();
                return(new Enemy3(enemyTextures[(int)EnemyTypes.Enemy3]));

            case EnemyTypes.Enemy4:
                enemyReloadClock.Restart();
                return(new Enemy4(enemyTextures[(int)EnemyTypes.Enemy4]));

            case EnemyTypes.Boss:
                return(new Boss(enemyTextures[(int)EnemyTypes.Boss],
                                enemyTextures[(int)EnemyTypes.Boss + 1]));

            default:
                throw new Exception("You tried to create non-existing enemy");
            }
        }
Ejemplo n.º 9
0
 void AddEnemy(EnemyTypes type, int amount)
 {
     for (int i = 0; i < amount; i++)
     {
         Enemies.Add(type);
     }
 }
Ejemplo n.º 10
0
 public EnemyManagerService(
     GameObject enemyObjectPrefab,
     GameObject enemyContainer,
     PlayerService playerService,
     EnemyService enemyService,
     EnemyTurnService enemyTurnService,
     StatusService statusService,
     DeckService deckService,
     EnemyTypes enemyTypes,
     CardUiManager cardUiManager,
     CardGeneratorService cardGeneratorService,
     SceneUiManager sceneUiManager,
     UpgradeUiManager upgradeUiManager,
     UpgradeService upgradeService
     )
 {
     this.enemyObjectPrefab    = enemyObjectPrefab;
     this.enemyContainer       = enemyContainer;
     this.enemyService         = enemyService;
     this.enemyTurnService     = enemyTurnService;
     this.statusService        = statusService;
     this.playerService        = playerService;
     this.deckService          = deckService;
     this.enemyTypes           = enemyTypes;
     this.cardUiManager        = cardUiManager;
     this.cardGeneratorService = cardGeneratorService;
     this.sceneUiManager       = sceneUiManager;
     this.upgradeUiManager     = upgradeUiManager;
     this.upgradeService       = upgradeService;
 }
Ejemplo n.º 11
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        public static double PointValue(this EnemyTypes enemyType, SerializableChromosome chromosome)
        {
            if (!HasCalculatedMinimums)
            {
                CalculateMinimums();
            }

            var enemyAttributes = BaseEnemy.GetGeneticAttributes(enemyType.Attributes(), chromosome);

            var healthPoints = enemyAttributes.MaximumHealth / minHealth;
            var speedPoints  = enemyAttributes.EffectiveSpeed / minSpeed;
            var flyingPoints = enemyAttributes.IsFlying ? 1.5 : 1;

            var piercePoints   = enemyAttributes.EffectivePiercingResist - minPierce;
            var bombardPoints  = enemyAttributes.EffectiveBombardResist - minBombard;
            var chemicalPoints = enemyAttributes.EffectiveChemicalResist - minChemical;
            var frostPoints    = enemyAttributes.EffectiveFrostResist - minFrost;
            var firePoints     = enemyAttributes.EffectiveFireResist - minFire;
            var electricPoints = enemyAttributes.EffectiveElectricResist - minElectric;

            var resistPoints = piercePoints + bombardPoints + chemicalPoints + frostPoints + firePoints +
                               electricPoints;

            var survivalPoints = healthPoints * resistPoints;
            var movePoints     = speedPoints * flyingPoints;

            var pointValue = survivalPoints * movePoints;

            return(pointValue);
        }
Ejemplo n.º 12
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        /// <summary>
        ///     Set each enemy stats here
        /// </summary>
        /// <param name="type"></param>
        public static void SetEnemyStats(EnemyTypes type)
        {
            switch (type)
            {
            case EnemyTypes.BasicMelee:
            {
                BasicMelee.MaxHealth        = Random.Range(100, 150);
                BasicMelee.EnemyDamage      = Random.Range(10, 20);
                BasicMelee.EnemySpeed       = Random.Range(5, 8);
                BasicMelee.StoppingDistance = 1f;
                break;
            }

            case EnemyTypes.BasicRanged:
            {
                BasicRanged.MaxHealth        = Random.Range(75, 100);
                BasicRanged.EnemyDamage      = Random.Range(25, 30);
                BasicRanged.EnemySpeed       = Random.Range(5, 8);
                BasicRanged.StoppingDistance = 7f;
                break;
            }

            case EnemyTypes.BasicTank:
            {
                BasicTank.MaxHealth        = Random.Range(200, 250);
                BasicTank.EnemyDamage      = Random.Range(5, 20);
                BasicTank.EnemySpeed       = Random.Range(2, 3);
                BasicTank.StoppingDistance = 1f;
                break;
            }

            default:
                throw new ArgumentOutOfRangeException(nameof(type), type, null);
            }
        }
Ejemplo n.º 13
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    void InitializeGroups()
    {
        EnemyTypes _default = EnemyTypes.Default;
        EnemyTypes _large   = EnemyTypes.Large;
        EnemyTypes _small   = EnemyTypes.Small;

        GroupType1.Name = "Group1";
        for (int i = 0; i < 3; i++)
        {
            GroupType1.EnemyTypes.Add(_default);
        }

        GroupType2.Name = "Group2";
        for (int i = 0; i < 3; i++)
        {
            GroupType2.EnemyTypes.Add(_default);
        }
        for (int i = 0; i < 10; i++)
        {
            GroupType2.EnemyTypes.Add(_small);
        }

        GroupType3.Name = "Group3";
        for (int i = 0; i < 3; i++)
        {
            GroupType3.EnemyTypes.Add(_default);
        }
        for (int i = 0; i < 10; i++)
        {
            GroupType3.EnemyTypes.Add(_small);
        }
        GroupType3.EnemyTypes.Add(_large);
    }
Ejemplo n.º 14
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        private static Enemy CreateEnemy(EnemyTypes type)
        {
            // Pass a null section so that the enemy is created in the same map section as a random zerd
            switch (type)
            {
            case EnemyTypes.Zombie:
                return(new Zombie(null));

            case EnemyTypes.Dog:
                return(new Dog(null));

            case EnemyTypes.Demon:
                return(new Demon(null));

            case EnemyTypes.FrostDemon:
                return(new FrostDemon(null));

            case EnemyTypes.Archer:
                return(new Archer(null));

            case EnemyTypes.SkeletonKing:
                return(new SkeletonKing(null));
            }
            throw new ArgumentException("Unknown Enemy ItemType");
        }
Ejemplo n.º 15
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        //Change the texture of the model based on the enemy code
        public void ChangeSkin(EnemyTypes enemyType, int code)
        {
            switch (enemyType)
            {
            case EnemyTypes.OLD_PLANE:
                foreach (ModelMesh mesh in oldPlaneModel.Meshes)
                {
                    foreach (BasicEffect effect in mesh.Effects)
                    {
                        effect.Texture = oldPlaneTextures[code];
                    }
                }
                break;

            case EnemyTypes.HELICOPTER:
                foreach (ModelMesh mesh in helicopterModel.Meshes)
                {
                    foreach (BasicEffect effect in mesh.Effects)
                    {
                        effect.Texture = helicpterTextures[code];
                    }
                }
                break;

            default:
                break;
            }
        }
Ejemplo n.º 16
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    protected virtual void SpawnAnotherEnemy(EnemyTypes enemyType, Vector3 pos) //change to spawn enemy at point and pass a vector3
    {
        GameObject newRat = Instantiate(Services.EnemyManager.enemyDict[enemyType]) as GameObject;

        Services.EnemyManager.enemies.Add(newRat);
        newRat.transform.position = pos;
    }
Ejemplo n.º 17
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        public Enemy CreateEnemy(EnemyTypes type, Position position, bool isInCave)
        {
            switch (type)
            {
            case EnemyTypes.Blinky:
                _enemyBuilder = new BlinkyBuilder(position, isInCave);
                break;

            case EnemyTypes.Clyde:
                _enemyBuilder = new ClydeBuilder(position, isInCave);
                break;

            case EnemyTypes.Inky:
                _enemyBuilder = new InkyBuilder(position, isInCave);
                break;

            case EnemyTypes.Pinky:
                _enemyBuilder = new PinkyBuilder(position, isInCave);
                break;

            default:
                throw new ArgumentException($"Not supported player type {type}");
            }

            return(_enemyBuilder.Instance);
        }
Ejemplo n.º 18
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        protected Enemy(EnemyTypes type, EnemyConstants.EnemyProperties properties, string file, int x, int y, bool isSpawned) : base(file, true)
        {
            Initialize(type, properties, file);

            X = x;
            Y = y;
            IsSpawnedEnemy = isSpawned;
        }
Ejemplo n.º 19
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 public QuestData(QuestType questType, int enemyCount, int friendlyCount, EnemyTypes presentEnemies, FriendlyTypes presentFriends)
 {
     Type           = questType;
     EnemyCount     = enemyCount;
     FriendlyCount  = friendlyCount;
     PresentEnemies = presentEnemies;
     PresentFriends = presentFriends;
 }
Ejemplo n.º 20
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 /// <summary>
 /// Create an Enemy
 /// </summary>
 /// <param name="name">The Name of the Enemy</param>
 /// <param name="agility">The Agility of the Enemy</param>
 /// <param name="hitPoint">The Max Health Points of the Enemy</param>
 /// <param name="enemyType">The Type of the Enemy</param>
 public Enemy(String name, int agility, int hitPoint, EnemyTypes enemyType)
 {
     this.Name           = name;
     this.BaseAgility    = agility;
     this.ActualHitPoint = hitPoint;
     this.MaxHitPoint    = hitPoint;
     this.ClassType      = enemyType;
 }
Ejemplo n.º 21
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    public static EnemyBase ProvideEnemy(EnemyTypes enemyType, LevelLoader loader)
    {
        foreach (EnemyBase enemy in enemies)
        {
            if (enemy.CurrentState is EnemyState_dead)
            {
                switch (enemyType)
                {
                case EnemyTypes.Herd:
                    if (enemy is EnemyHerd)
                    {
                        return(enemy);
                    }
                    break;

                case EnemyTypes.Loner:
                    if (enemy is EnemyLoner)
                    {
                        return(enemy);
                    }
                    break;

                case EnemyTypes.Stalker:
                    if (enemy is EnemyStalker)
                    {
                        return(enemy);
                    }
                    break;
                }
            }
        }

        EnemyBase  newEnemy;
        GameObject enemyObj = GameObject.Instantiate(loader.ghostPrefab);

        switch (enemyType)
        {
        case EnemyTypes.Herd:
            newEnemy = enemyObj.AddComponent <EnemyHerd> ();
            enemyObj.GetComponent <SpriteRenderer>().color = new Color(1, 1, 0);
            break;

        case EnemyTypes.Loner:
            newEnemy = enemyObj.AddComponent <EnemyLoner> ();
            enemyObj.GetComponent <SpriteRenderer>().color = new Color(0, 0, 1);
            break;

        case EnemyTypes.Stalker:
            newEnemy = enemyObj.AddComponent <EnemyStalker> ();
            enemyObj.GetComponent <SpriteRenderer>().color = new Color(1, 0, 0);
            break;

        default:
            throw new System.ArgumentException("This enemytype has not been defined");
        }
        enemies.Add(newEnemy);
        return(newEnemy);
    }
Ejemplo n.º 22
0
        private HashSet <BaseEnemyController> GetListEnemies(EnemyTypes type)
        {
            if (!_enemyPool.ContainsKey(type))
            {
                _enemyPool[type] = new HashSet <BaseEnemyController>();
            }

            return(_enemyPool[type]);
        }
Ejemplo n.º 23
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        public Enemy GetPrefab_Enemy(EnemyTypes type)
        {
            if (m_Enemies.ContainsKey(type))
            {
                return(m_Enemies[type].Prefab);
            }

            return(null);
        }
Ejemplo n.º 24
0
 public void Death(EnemyTypes enemyType)
 {
     Destroy(this.gameObject, 2);
     EnemyManager.Instance.CreateOneEnemy(enemyType);
     if (enemyType == TaskManager.Instance.currentTask.EffectEnemyType)
     {
         TaskManager.Instance.GoingTask();
     }
 }
Ejemplo n.º 25
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    public GameObject ReturnEnemyData(EnemyTypes aEnemyType, string sourceName = "Global")
    {
        if (m_Enemys.ContainsKey(aEnemyType))
        {
            return(m_Enemys[aEnemyType]);
        }

        return(null);
    }
Ejemplo n.º 26
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    public void CreateOneEnemy(EnemyTypes enemyType)
    {
        EnemyBirthInfo enemyInfo = GetBirthInfoByEnemyTypes(enemyType);
        GameObject     pre       = Resources.Load <GameObject>(enemyInfo.EnemyPrefabsPath);
        GameObject     go        = GameObject.Instantiate(pre, enemyInfo.EnemySpawnPos, Quaternion.identity);

        go.GetComponent <Enemy>().SetEnemyInfo(enemyInfoList[enemyInfo.EnemyID]);
        enemyGameObject.Add(go);
    }
Ejemplo n.º 27
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 public EnemyData(EnemyTypes _enemyType, float _health, float _speed, float _damage, int _minReward, int _maxReward)
 {
     enemyType = _enemyType;
     health    = _health;
     speed     = _speed;
     damage    = _damage;
     minReward = _minReward;
     maxReward = _maxReward;
 }
Ejemplo n.º 28
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    public void AddLateSpawnedEnemy(EnemyTypes enemyType, GameObject enemyObj)
    {
        Stack <GameObject> dummyStack;

        if (spawnedEnemies.TryGetValue(enemyType, out dummyStack))
        {
            dummyStack.Push(enemyObj);
        }
    }
Ejemplo n.º 29
0
 public float getWalkSpeed(EnemyTypes type)
 {
     switch (type) {
     case EnemyTypes.Guard : return guardWalkSpeed;
     case EnemyTypes.Captain : return captainWalkSpeed;
     case EnemyTypes.Enforcer : return enforcerWalkSpeed;
     case EnemyTypes.Boss : return bossWalkSpeed;
     }
     return 0;
 }
Ejemplo n.º 30
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 public float getRunSpeed(EnemyTypes type)
 {
     switch (type) {
     case EnemyTypes.Guard : return guardRunSpeed;
     case EnemyTypes.Captain : return captainRunSpeed;
     case EnemyTypes.Enforcer : return enforcerRunSpeed;
     case EnemyTypes.Boss : return bossRunSpeed;
     }
     return 0;
 }
Ejemplo n.º 31
0
 private void CheckType()
 {
     if (gameObject.tag == "Melee")
         type = EnemyTypes.MELEE;
     if (gameObject.tag == "Range")
         type = EnemyTypes.RANGE;
     if (gameObject.tag == "Boss")
         type = EnemyTypes.BOSS;
     health = (int)type;
 }
Ejemplo n.º 32
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    public void SetEnemyType(string _setEnemyType)
    {
        switch (_setEnemyType)

        {
        case "EnemyTest":
            enemyType = EnemyTypes._TestEnemy;
            break;
        }
    }
Ejemplo n.º 33
0
 void Start()
 {
     // audioSource = gameObject.AddComponent<AudioSource>();
     enemyAnimator   = GetComponent <EnemyAnimations>();
     enemyTypeDamage = GetComponent <EnemyTypes>();
     enemySound      = GetComponent <EnemySoundEffect>();
     // player = GameObject.FindWithTag("PlayerFPS").transform;
     player       = GameObject.FindWithTag("PlayerScripts").transform;
     timeBtwShots = startTimeBtwShots;
 }
Ejemplo n.º 34
0
	public GameObject CreateEnemy(Vector2 pos, EnemyTypes et){
		if (InactiveObjs.Count == 0)
			return null;
		GameObject temp = (GameObject)InactiveObjs [0];
		InactiveObjs.Remove (temp);
		temp.SetActive(true);
		ActiveObjs.Add (temp);
		temp.rigidbody2D.position = pos;
		if (et == EnemyTypes.Walker)
			temp.GetComponent<Walker> ().Init ();
		else if (et == EnemyTypes.Flyer)
			temp.GetComponent<Flyer> ().Init ();
		return temp;
		
	}
Ejemplo n.º 35
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        public Enemy(EnemyTypes etype, Scene scene, IMap map)
            : base(scene.Game, TextureEnemy(scene.Game, etype))
        {
            this.scene = scene;
            this.map = map;
            this.etype = etype;
            this.SpriteBatch = scene.currentSpriteBatch;
            Collidable = true;

            maxSpeed = (float)(map.MaxSpeed * 0.85);

            minSpeed = (float)(map.MaxSpeed * 0.15);

            int TheSeed = (int)DateTime.Now.Ticks;
            random = new Random(TheSeed);

            LaneChanger = false;

            InitBehavior();

            sortChange = random.Next(100, 300);
        }
Ejemplo n.º 36
0
 void Summon(EnemyTypes monsterType)
 {
     throw new NotImplementedException();
 }
Ejemplo n.º 37
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 public Enemy(EnemyTypes type, int hitPoints, int points)
 {
     EnemyType = type;
     HP = hitPoints;
     Points = points;
 }
Ejemplo n.º 38
0
    public void SpawnEnemy(EnemyTypes type, EnemyUpgrade upgrade, int count)
    {
        if (MapSystemScript.instance.EnemiesEnabled())
        {
            Vector3 playerPos = player.transform.position;

            for (int i = 0; i < count; ++i)
            {
                Vector3 spawnPos = MapSystemScript.instance.GetCurrentLevel().GetComponent<LevelScript>().GetRandomSpawnPoint().transform.position;
                    //MapInfo.GetRandomPointOnMap();

                //while (Mathf.Abs(playerPos.x - spawnPos.x) <= minimumSpawnRange || Mathf.Abs(playerPos.z - spawnPos.z) <= minimumSpawnRange)
                //{
                //	spawnPos = MapInfo.GetRandomPointOnMap();
                //}
                switch (type)
                {
                    case (EnemyTypes.Debugging):
                        ObjectFactory.CreateDebugEnemy(spawnPos);
                        break;
                    case (EnemyTypes.Chaser):
                        ObjectFactory.CreateEnemyChaser(spawnPos, upgrade);
                        break;
                    case (EnemyTypes.Bouncer):
                        ObjectFactory.CreateEnemyBouncer(spawnPos, upgrade);
                        break;
                    case (EnemyTypes.Charger):
                        ObjectFactory.CreateEnemyCharger(spawnPos, upgrade);
                        break;
                    case (EnemyTypes.Sniper):
                        ObjectFactory.CreateEnemySniper(spawnPos, upgrade);
                        break;
                    case (EnemyTypes.Healer):
                        ObjectFactory.CreateEnemyHealer(spawnPos, upgrade);
                        break;
                    case (EnemyTypes.Spawner):
                        ObjectFactory.CreateEnemySpawner(spawnPos, upgrade);
                        break;
                    case (EnemyTypes.Boss):
                        {
                            switch (Random.Range(0, 2))
                            {
                                case 0:
                                    ObjectFactory.CreateEnemySniperBoss(spawnPos, upgrade);
                                    break;
                                case 1:
                                    ObjectFactory.CreateEnemyChaserBoss(spawnPos, upgrade);
                                    break;
                                case 2:
                                    ObjectFactory.CreateEnemySpawnerBoss(spawnPos, upgrade);
                                    break;
                            }
                        }

                        break;
                    default:
                        break;
                }

            }
        }
    }
Ejemplo n.º 39
0
 public void AddEnemy(EnemyTypes type, int hitPoints, int points, int count)
 {
     for (int i = 0; i < count; i++)
     {
         _enemies.Add(new Enemy(type, hitPoints, points));
     }
 }
Ejemplo n.º 40
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    private void spawnMonster(bool eastOrNorth, TerrainType currentTT, string enemyPrefab, EnemyTypes enemyType)
    {
        TileStruct tile = null;
        if (Width > Height)
        {
            if (!eastOrNorth) tile = ObjectPlacer.findAvailableTile(this, -30, 0);
            else tile = ObjectPlacer.findAvailableTile(this, 30, 0);
        }
        else
        {
            if (!eastOrNorth) tile = ObjectPlacer.findAvailableTile(this, 0, -30);
            else tile = ObjectPlacer.findAvailableTile(this, 0, 30);
        }

        var obj = (GameObject)Instantiate(Resources.Load(enemyPrefab), new Vector3(tile.X * 3.2f, tile.Y * 3.2f, -0.15f), Quaternion.identity);
        obj.GetComponent<EnemyRandomizer>().RandomizeFrames(enemyType, currentTT);
        obj.GetComponent<BaseEnemy>().terrainType = currentTT;
        monsters.Add(obj);
    }
Ejemplo n.º 41
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 public void SetActive( EnemyTypes type )
 {
     tile.material.color = type == enemyType? on : off;
 }
Ejemplo n.º 42
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 public static Texture2D TextureEnemy(Game game, EnemyTypes etype)
 {
     switch (etype)
     {
         case EnemyTypes.Inimigo1:
             return game.Content.Load<Texture2D>("Textures/carroInimigo1");
         case EnemyTypes.Inimigo2:
             return game.Content.Load<Texture2D>("Textures/carroInimigo2");
         case EnemyTypes.Inimigo3:
             return game.Content.Load<Texture2D>("Textures/carroInimigo3");
         case EnemyTypes.Inimigo4:
             return game.Content.Load<Texture2D>("Textures/carroInimigo4");
         case EnemyTypes.Inimigo5:
             return game.Content.Load<Texture2D>("Textures/carroInimigo5");
         case EnemyTypes.Inimigo6:
             return game.Content.Load<Texture2D>("Textures/carroInimigo6");
         case EnemyTypes.Inimigo7:
             return game.Content.Load<Texture2D>("Textures/carroInimigo7");
         case EnemyTypes.Inimigo8:
             return game.Content.Load<Texture2D>("Textures/carroInimigo8");
         default:
             return game.Content.Load<Texture2D>("Textures/carSprite");
     }
 }
Ejemplo n.º 43
0
 void Select( EnemyTypes type )
 {
     selection = type;
     UI.SetSelection( selection );
 }
Ejemplo n.º 44
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 public static void SetSelection( EnemyTypes type )
 {
     ins.Select( type );
 }
Ejemplo n.º 45
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 public EnemySpriteKey(int frame, EnemyTypes enemyType, TerrainType variation)
 {
     this.Frame = frame;
     this.EnemyType = enemyType;
     this.Variation = variation;
 }
Ejemplo n.º 46
0
    public void RandomizeFrames(EnemyTypes typeOfEnemy, TerrainType associatedTType)
    {

        sprites[0] = TerrainTypeDict[new EnemySpriteKey(0, typeOfEnemy, associatedTType)];
        sprites[1] = TerrainTypeDict[new EnemySpriteKey(1, typeOfEnemy, associatedTType)];

    }