private Color hearingColor = Color.red; //Color for hearing sphere gizmo, init. red. // Start is called before the first frame update void Start() { //Get and set data and motor on Start data = GetComponent <TankData>(); motor = GetComponent <TankMotor>(); tf = GetComponent <Transform>(); shooter = GetComponent <TankShooter>(); //get reference to manager player (temporary until next milestone) player = GameManager.instance.instantiatedPlayerTank; //Add self to GameManager list of enemies GameManager.instance.instantiatedEnemyTanks.Add(this.gameObject); //Get and Set Territory from randomly generated room, if not pre-set if (!territory) { //Set Territory to a random territory from the level game object - map generator list of territories territory = GameManager.instance.LevelGameObject.GetComponent <MapGenerator>().instantiatedTerritories[UnityEngine.Random.Range(0, GameManager.instance.LevelGameObject.GetComponent <MapGenerator>().instantiatedTerritories.Count)]; } //Get and Set Waypoints array from territory, if waypoints array is null if (waypoints == null || waypoints.Length == 0) { waypoints = territory.waypoints; } //Teleport Swiss on start to middle of assigned territory (to avoid getting lost and stuck in generated map if (personality == Personalities.Swiss) { transform.position = territory.gameObject.transform.position; } }
// Start is called before the first frame update void Start() { tf = GetComponent <Transform>(); data = GetComponent <TankData>(); motor = GetComponent <TankMotor>(); player = GameObject.FindWithTag("Player"); }
// Start is called before the first frame update void Start() { //tells when the game starts what these objects mean data = gameObject.GetComponent <TankData>(); motor = gameObject.GetComponent <TankMotor>(); shooter = gameObject.GetComponent <TankShooter>(); }
void Start() { data = GetComponent <TankData>(); motor = GetComponent <TankMotor>(); GameManager.instance.players.Add(this.data); }
// Start is called before the first frame update void Start() { // Access the TankMotor script motor = GetComponent <TankMotor>(); // Access the TankData script data = GetComponent <TankData>(); // Set originalSpeed equal to the designer set speed to allow changes in speed withough losing the original value originalSpeed = data.moveSpeed; originalTurnSpeed = data.turnSpeed; // Access the Shoot script on the FirePoint object fire = firePoint.GetComponent <Shoot>(); fire.shellDamage = data.shellDamage; // Access the Game Manager script gmCaller = gmholder.GetComponent <GameManager>(); //Access the MapGenerator script mapCaller = gmholder.GetComponent <MapGenerator>(); avoidanceStage = 1; originalTime = avoidanceTime; mirroredFOV = 180 - FOV; state = "Patrol"; timerReset = timer; fire.waitTime = data.fireRate; }
// Start is called before the first frame update void Start() { // Access the TankMotor script motor = GetComponent <TankMotor>(); // Access the Shoot script on the FirePoint object fire = firePoint.GetComponent <Shoot>(); }
// Use this for initialization void Start() { motor = gameObject.GetComponent <TankMotor>(); speedInfo = gameObject.GetComponent <TankData>(); ammunition = gameObject.GetComponent <TankData>().Ammo; noisemaker = gameObject.GetComponent <NoisemakerScript>(); }
public void SpawnTwoPlayer() { int x = Random.Range(0, map.rows); int xx = Random.Range(0, map.rows); int z = Random.Range(0, map.cols); int zz = Random.Range(0, map.cols); GameObject playerObjOne = Instantiate(playerPrefab, grid[x, z].gameObject.transform.FindChild("PlayerSpawn").position, Quaternion.identity) as GameObject; GameObject playerObjTwo = Instantiate(playerPrefab, grid[xx, zz].gameObject.transform.FindChild("PlayerSpawn").position, Quaternion.identity) as GameObject; player = playerObjOne.GetComponent <TankMotor>(); playerTwo = playerObjTwo.GetComponent <TankMotor>(); Camera camOne = playerObjOne.GetComponentInChildren <Camera>(); Camera camTwo = playerObjTwo.GetComponentInChildren <Camera>(); camOne.rect = new Rect(0.0f, 0.5f, 1.0f, 0.5f); camTwo.rect = new Rect(0.0f, 0.0f, 1.0f, 0.5f); playerObjTwo.GetComponent <InputController>().scheme = InputController.InputScheme.ArrowKeys; canvTwo.gameObject.SetActive(true); canvOne.GetComponent <Canvas>().worldCamera = camOne; canvTwo.GetComponent <Canvas>().worldCamera = camTwo; }
private void Awake() { tf = GetComponent <Transform>(); motor = GetComponent <TankMotor>(); attack = GetComponent <TankShooter>(); health = GetComponent <Health>(); }
public void RespawnPlayer() { if (PlayerPrefs.GetInt("TwoPlayers") == 1) { if (player.data.lives == player.data.prevLives - 1) { Debug.Log("spawning player 1"); int x = Random.Range(0, map.rows); int z = Random.Range(0, map.cols); GameObject playerObjOne = Instantiate(playerPrefab, grid[x, z].gameObject.transform.FindChild("PlayerSpawn").position, Quaternion.identity) as GameObject; playerObjOne.GetComponent <TankData>().lives = player.data.lives; player = playerObjOne.GetComponent <TankMotor>(); Camera camOne = playerObjOne.GetComponentInChildren <Camera>(); camOne.rect = new Rect(0.0f, 0.5f, 1.0f, 0.5f); canvOne.GetComponent <Canvas>().worldCamera = camOne; } else if (playerTwo.data.lives == playerTwo.data.prevLives - 1) { Debug.Log("spawning player 2"); int x = Random.Range(0, map.rows); int z = Random.Range(0, map.cols); GameObject playerObjTwo = Instantiate(playerPrefab, grid[x, z].gameObject.transform.FindChild("PlayerSpawn").position, Quaternion.identity) as GameObject; playerObjTwo.GetComponent <TankData>().lives = playerTwo.data.lives; playerTwo = playerObjTwo.GetComponent <TankMotor>(); Camera camTwo = playerObjTwo.GetComponentInChildren <Camera>(); camTwo.rect = new Rect(0.0f, 0.0f, 1.0f, 0.5f); playerObjTwo.GetComponent <InputController>().scheme = InputController.InputScheme.ArrowKeys; canvTwo.GetComponent <Canvas>().worldCamera = camTwo; } } else { SpawnPlayer(); } }
// Start is called before the first frame update void Start() { //defines each variable at the start of the game data = gameObject.GetComponent <TankData>(); motor = gameObject.GetComponent <TankMotor>(); tf = gameObject.GetComponent <Transform>(); }
void OnDrawGizmos() { if (Application.isPlaying || Area == null || Area.Obs == null) { return; } if (Obs == null) { Motor = GetComponent <TankMotor>(); Motor.Trnsfrm = transform; Motor.Body = GetComponent <Rigidbody2D>(); init(); } foreach (var o in Obs) { if (o.Ri >= Motor.Scanner.Count) { Obs = null; return; } } proc(); }
// Start is called before the first frame update void Start() { data = gameObject.GetComponent <TankData>(); motor = gameObject.GetComponent <TankMotor>(); tf = gameObject.GetComponent <Transform>(); shooter = gameObject.GetComponent <TankShooter>(); }
void Start() // this doesn't get called for some reason? { motor = gameObject.GetComponent <TankMotor>(); data = gameObject.GetComponent <TankData>(); tf = gameObject.GetComponent <Transform>(); Target = GameObject.FindGameObjectWithTag("Player").transform; }
// Start is called before the first frame update void Start() { shooter = GetComponent <TankShooter>(); motor = GetComponent <TankMotor>(); data = GetComponent <TankData>(); health = GetComponent <Health>(); }
void Start() { // //Get Scripts // if (data == null) { data = GetComponent <TankData>(); } if (motor == null) { motor = GetComponent <TankMotor>(); } if (gun == null) { gun = GetComponent <TankGun>(); } //Add in spawn points waypoints = GameObject.FindGameObjectsWithTag("Spawn"); //Get Transform Component tf = this.gameObject.GetComponent <Transform> (); //Get the currentWaypoint (Closest Waypoint); currentWaypoint = GetClosestWayPoint(tf); looseCannonStartWayPoint = currentWaypoint; avoidanceStage = 0; sc = GetComponent <SphereCollider> (); sc.radius = hearDistance; playerTf = GetComponent <Transform> (); playerTf = GameObject.FindGameObjectWithTag("Player").transform; }
public float frontSensorAngle = 45f; //sets angle for secondary front sensor #endregion #endregion // Use this for initialization void Awake() { if (randomAttackState) //if designer chose to have a random attack state use this before anything else { rng = Random.Range(1, 51); if (rng <= 25) //if rng value is less than or equal to 25 select flee { SwitchTo = TypeofEnemy.Flee; } else //else if the value is higher choose to attack player { SwitchTo = TypeofEnemy.sawPlayer; } } motor_ = gameObject.GetComponent <TankMotor>(); //sets motor info from tankdata script tankInfo_ = gameObject.GetComponent <TankData>(); //sets speed info from tankdata script ammunition_ = gameObject.GetComponent <TankData>().Ammo; //sets ammo type from tankdata script tankTransform_ = gameObject.GetComponent <Transform>(); //grabs transform of tank originalState_ = EnemyType; //sets up an original state to default back to based off designer decision sensing = GetComponent <AISensoryScript>(); //grabs sensory input from AISensoryScript originPoint = gameObject.GetComponent <Transform>().position; //sets up origin point based off tank spawn to go back to (if applicable) origlife = gameObject.GetComponent <TankData>().tankHealth; // sets up life here to use origRespawnTime_ = respawnTime; //sets original respawn time to user defined respawn time sfxAudio = GetComponent <AudioSource>(); }
void Start() { if (data == null) { data = gameObject.GetComponent <TankData>(); } if (motor == null) { motor = gameObject.GetComponent <TankMotor>(); } target = GameObject.FindGameObjectWithTag("Player").transform;//set initial target to player for personalities that require it nextFireTime = Time.time; //set default behaviors if (personality == Personality.AllTalk) { aiState = AIStates.ChaseAndFire; } else if (personality == Personality.Guard) { aiState = AIStates.Patrol; } else if (personality == Personality.PatrolAvoid) { aiState = AIStates.Patrol; } else if (personality == Personality.Flee) { aiState = AIStates.Flee; } //set hearing radius trigger size GetComponent <SphereCollider>().radius = hearingRadius; }
//finds the needed scripts void Start() { motor = GetComponent <TankMotor>(); data = GetComponent <TankData>(); shoot = GetComponent <Shoot>(); health = GetComponent <Health>(); }
// Start is called before the first frame update void Start() { data = GetComponent <TankData>(); motor = GetComponent <TankMotor>(); shooter = GetComponent <TankShooter>(); }
// Start is called before the first frame update void Start() { data = gameObject.GetComponent <TankData>(); motor = gameObject.GetComponent <TankMotor>(); tf = gameObject.GetComponent <Transform>(); shooter = gameObject.GetComponent <TankShooter>(); target = GameManager.instance.instantiatedPlayerTank.transform; }
public void add(TankMotor tm) { if (tm.GetComponent <AiTankController>()) { return; } Tanks.Add(tm); }
// Start is called before the first frame update void Start() { motor = GetComponent <TankMotor>(); data = GetComponent <TankData>(); shooter = GetComponent <TankShooter>(); CanSee = GetComponent <AISenses>(); CanHear = GetComponent <AISenses>(); }
// Use this for initialization void Start() { motor = gameObject.GetComponent <TankMotor>(); tankInfo_ = gameObject.GetComponent <TankData>(); originalLife = gameObject.GetComponent <TankData>().tankHealth; ammunition = gameObject.GetComponent <TankData>().Ammo; noisemaker = gameObject.GetComponent <NoisemakerScript>(); sfxAudio = GetComponent <AudioSource>(); }
// Start is called before the first frame update void Start() { tf = GetComponent <Transform>(); data = GetComponent <TankData>(); motor = GetComponent <TankMotor>(); player = GameObject.FindWithTag("Player"); GetComponent <AudioSource>().volume = .5f; }
// Start is called before the first frame update void Start() { // Access the TankMotor script motor = GetComponent <TankMotor>(); data = GetComponent <TankData>(); // Access the Shoot script on the FirePoint object fire = firePoint.GetComponent <Shoot>(); fire.waitTime = data.fireRate; }
//gets scripts void Start() { data = GetComponent <TankData>(); motor = GetComponent <TankMotor>(); tf = GetComponent <Transform>(); shoot = GetComponent <Shoot>(); fov = GetComponent <FOV>(); hearing = GetComponent <Hearing>(); }
// Start is called before the first frame update void Start() { motor = gameObject.GetComponent <TankMotor>(); data = gameObject.GetComponent <TankData>(); if (GameManager.Instance.playerOne == null) { GameManager.Instance.playerOne = this.gameObject; } }
// Start is called before the first frame update void Start() { motor = gameObject.GetComponent <TankMotor>(); // failsafe if forget to attach data if (data == null) { data = gameObject.GetComponent <TankData>(); } }
//TODO Set up a method. bool isNotAtFinalWaypoint = currentWaypoint < (waypoints.Length - 1); // Start is called before the first frame update void Start() { data = GetComponent <TankData>(); motor = GetComponent <TankMotor>(); shooter = GetComponent <TankShooter>(); lastEventTime = Time.time - timerDelay; waypoints = GameObject.FindGameObjectsWithTag("patrolPoint"); }