Example #1
0
 public KillGoal(Quest _quest, AI.EnemyType _enemyType, int _requiredAmount)
 {
     Quest          = _quest;
     EnemyType      = _enemyType;
     RequiredAmount = _requiredAmount;
     CurrentAmount  = 0;
 }
        public GameObject GetEnemyPrefab(Enemy enemy, AI.EnemyType enemyType)
        {
            GameObject       enemyPrefab     = enemy.Prefab;
            PersonParameters enemyParameters = enemyPrefab.GetComponent <PersonParameters>();

            enemyParameters = SetParameters(enemyParameters, enemy, enemyType);
            return(enemyPrefab);
        }
Example #3
0
 private void EnemyDied(AI.EnemyType type)
 {
     if (type == EnemyType)
     {
         Debug.Log("Progress made!");
         CurrentAmount++;
         Evaluate();
     }
 }
Example #4
0
        public override GameObject GetPrefabToSpawn(List <Enemy> availableEnemies, out AI.EnemyType enemyType)
        {
            int   selectEnemyNumber = UnityEngine.Random.Range(0, availableEnemies.Count);
            Enemy enemy             = availableEnemies[selectEnemyNumber];

            enemyType = AI.EnemyType.Enemy;
            GameObject enemyPrefab = GetEnemyPrefab(enemy, enemyType);

            return(enemyPrefab);
        }
Example #5
0
        public override GameObject GetPrefabToSpawn(List <Enemy> availableEnemies, out AI.EnemyType enemyType)
        {
            int        selectEnemyNumber = Random.Range(0, availableEnemies.Count);
            Enemy      enemy             = availableEnemies[selectEnemyNumber];
            GameObject enemyPrefab;

            if (RemaingAmountEnemiesInLevel == 1)
            {
                enemyPrefab = GetEnemyPrefab(enemy, AI.EnemyType.Boss);
                enemyType   = AI.EnemyType.Boss;
            }
            else
            {
                enemyPrefab = GetEnemyPrefab(enemy, AI.EnemyType.Enemy);
                enemyType   = AI.EnemyType.Enemy;
            }

            return(enemyPrefab);
        }
        private PersonParameters SetParameters(PersonParameters enemyParameters, Enemy enemy, AI.EnemyType enemyType)
        {
            switch (enemyType)
            {
            case AI.EnemyType.Enemy:
                enemyParameters.HealthParameter.MaxValue          = enemy.MaxHealthEnemy.Value;
                enemyParameters.MoveSpeedParameter.Value          = enemy.MoveSpeedEnemy.Value;
                enemyParameters.AnimationTimeScaleParameter.Value = enemy.TimeScaleAnimationEnemy.Value;
                enemyParameters.DamageHandParameter.Value         = enemy.DamageHandEnemy.Value;
                enemyParameters.DamageLegParameter.Value          = enemy.DamageLegEnemy.Value;
                break;

            case AI.EnemyType.Boss:
                enemyParameters.HealthParameter.MaxValue          = enemy.MaxHealthBoss.Value;
                enemyParameters.MoveSpeedParameter.Value          = enemy.MoveSpeedBoss.Value;
                enemyParameters.AnimationTimeScaleParameter.Value = enemy.TimeScaleAnimationBoss.Value;
                enemyParameters.DamageHandParameter.Value         = enemy.DamageHandBoss.Value;
                enemyParameters.DamageLegParameter.Value          = enemy.DamageLegBoss.Value;
                enemyParameters.DamageLegParameter.Value          = enemy.DamageSuperBoss.Value;
                break;
            }
            return(enemyParameters);
        }
 public abstract GameObject GetPrefabToSpawn(List <Enemy> availableEnemies, out AI.EnemyType enemyType);