private void Awake() { if (instance == null) { instance = this; } }
public void StartGame() { player = new Player(screenWidth / 2 - playerTexture.Width / 2, screenHeight / 3 * 2); platform = new Platform(screenWidth / 2 - platformTexture.Width / 2, screenHeight / 3 * 2); level = new Level(platform, player); Player.score = 0; seconds = 0; scoreTextSize = scoreTextSizeMin; timer = 0; goal = 0; if (gameLevel == 0) { boss1 = new Boss1(screenWidth - boss1Head.Width, screenHeight); MediaPlayer.Play(gameSong1); } if (gameLevel == 1) { MediaPlayer.Play(gameSong2); } if (gameLevel == 2) { MediaPlayer.Play(gameSong3); } }
// Use this for initialization void Start() { player = GameObject.FindGameObjectWithTag("Player").GetComponent <PlayerController>(); boss = GameObject.FindGameObjectWithTag("Boss1").GetComponent <Boss1>(); check = true; }
// OnStateEnter is called when a transition starts and the state machine starts to evaluate this state //override public void OnStateEnter(Animator animator, AnimatorStateInfo stateInfo, int layerIndex) //{ // //} // OnStateUpdate is called on each Update frame between OnStateEnter and OnStateExit callbacks //override public void OnStateUpdate(Animator animator, AnimatorStateInfo stateInfo, int layerIndex) //{ // //} // OnStateExit is called when a transition ends and the state machine finishes evaluating this state override public void OnStateExit(Animator animator, AnimatorStateInfo stateInfo, int layerIndex) { boss = FindObjectOfType <Boss1>(); animator.SetBool("expandStart", false); animator.SetBool("endAnimation", true); boss.endAttack1(); }
private void LevelComplete() { game.PlayerScore = ((HUD)GetNode("HUD")).GetCoins(); if (game.PlayerScore > game.HighestScore) { game.HighestScore = game.PlayerScore; } game.PlayerHealth = this.GetNode <HUD>("HUD").GetHealth(); game.StorePersistedData(); // Get rid of any enemies that are still on-screen when the boss shows up. var enemies = this.GetTree().GetNodesInGroup("enemies"); foreach (var enemy in enemies) { ((IEnemy)enemy).Destroy(); } ((AudioStreamPlayer2D)GetNode("Level1Music")).Playing = false; ((AudioStreamPlayer2D)GetNode("Boss1Music")).Playing = true; this.GetNode <HUD>("HUD").ShowBossHealthBar(); var boss = (PackedScene)ResourceLoader.Load("res://Components/Boss1.tscn"); Boss1 bossInstance = (Boss1)boss.Instance(); AddChild(bossInstance); this.GetNode("Boss1").Connect("BossDefeated", this, nameof(Boss_Defeated)); fightingBoss = true; }
// Use this for initialization void Start() { launched = true; parent = GameObject.FindGameObjectWithTag("Boss").GetComponent <Boss1> (); rb2d = GetComponent <Rigidbody2D> (); rb2d.AddForce(Random.insideUnitCircle * 200); GetComponent <SpriteRenderer> ().color = ColorLibrary.colorLib.darkgrey; size = new Vector2(1f, 1f); }
private void Awake() { currentHP = maxHP; //시작시 현채체력과 최대체력을 동일하게 맞춤 boss = GetComponent <Boss>(); boss1 = GetComponent <Boss1>(); boss2 = GetComponent <Boss2>(); boss3 = GetComponent <Boss3>(); }
//OnStateEnter is called when a transition starts and the state machine starts to evaluate this state override public void OnStateEnter(Animator animator, AnimatorStateInfo stateInfo, int layerIndex) { player = GameObject.FindWithTag("Player").GetComponent <Transform>(); rb = GameObject.FindWithTag("Boss1").GetComponent <Rigidbody2D>(); Bossrotation = GameObject.FindWithTag("Boss1").GetComponent <Transform>(); boss1 = GameObject.FindWithTag("Boss1").GetComponent <SpriteRenderer>(); //animator.GetComponent<Rigidbody2D>(); bosss1 = animator.GetComponent <Boss1>(); }
public void BossSkill1(Transform tf, string strJson) { JsonData data = JsonMapper.ToObject(strJson); Boss1 enemy = tf.GetComponent <Boss1>(); GameObject go = Pool.Instance.GetObj(AllPath.Instance.effectPrefabsPath + enemy.roledata.ID, tf.position + tf.forward, tf.rotation, null); EnemyEffectController efc = go.GetComponent <EnemyEffectController>(); efc.data = new EffectData(5, 4, 180, (int)data["Parameter1"] + enemy.roledata.LV * (int)data["Parameter2"], (int)data["Parameter3"] / 10 ); }
private void OnCollisionEnter2D(Collision2D col) { boss1 = col.collider.GetComponent <Boss1>(); if (col.gameObject.tag == "Player") { if (check) { boss.Damage(); check = false; Invoke("espera", 2); } } }
void OnCollisionEnter2D(Collision2D col) { if (col.gameObject.tag == "Ground" || col.gameObject.tag == "obstaculo") { grounded = true; } //Declaramos los scripts de los enemigos EnemigoHexagono amarillo = col.collider.GetComponent <EnemigoHexagono>(); EnemigoRapid morado = col.collider.GetComponent <EnemigoRapid>(); EnemigoRojo rojo = col.collider.GetComponent <EnemigoRojo>(); EnemigoTriangulo gris = col.collider.GetComponent <EnemigoTriangulo>(); Boss1 b1 = col.collider.GetComponent <Boss1>(); Boss2 b2 = col.collider.GetComponent <Boss2>(); //si colisiona con alguno... if (gris != null || b1 != null || b2 != null) { sonido.Play(); } if (amarillo != null || morado != null || rojo != null) { sonido.Play(); foreach (ContactPoint2D point in col.contacts) { //Si golpea por arriba muere el enemigo if (point.normal.y >= 0.7f) { Destroy(col.gameObject); } //sino pierde vida else { Damage(1); } } } if (gris != null) { Damage(1); } if (b1 != null || b2 != null) { foreach (ContactPoint2D point in col.contacts) { Damage(1); } } }
void OnTriggerEnter2D(Collider2D hitInfo) { Enemy enemy = hitInfo.GetComponent <Enemy>(); if (enemy != null) { enemy.TakeDamage(damage); Destroy(gameObject); } Enemy2 enemy2 = hitInfo.GetComponent <Enemy2>(); if (enemy2 != null) { enemy2.TakeDamage(damage); Destroy(gameObject); } Enemy3 enemy3 = hitInfo.GetComponent <Enemy3>(); if (enemy3 != null) { enemy3.TakeDamage(damage); Destroy(gameObject); } Enemy4 enemy4 = hitInfo.GetComponent <Enemy4>(); if (enemy4 != null) { enemy4.TakeDamage(damage); Destroy(gameObject); } Boss1 boss1 = hitInfo.GetComponent <Boss1>(); if (boss1 != null) { boss1.TakeDamage(damage); Destroy(gameObject); } Boss2 boss2 = hitInfo.GetComponent <Boss2>(); if (boss2 != null) { boss2.TakeDamage(damage); Destroy(gameObject); } }
private GameObject Pause; // Pause menu object // Get UI elements, PlayerStats, Gamemaster, Bosses, Curtain, Weapon Images private void Start() { // Get Gamemaster if (gm == null) { gm = GameObject.Find("Gamemaster").GetComponent <Gamemaster>(); } // Get buttons volume = GameObject.Find("Button: Volume").GetComponent <Button>(); // Get fading curtain blackCurtain = GameObject.Find("Black Curtain").GetComponent <FadeInAndOut>(); // Get level UI elements if (SceneManager.GetActiveScene().name != "menu" && SceneManager.GetActiveScene().name != "shop" && SceneManager.GetActiveScene().name != "gameover") { stats = GameObject.Find("Player").GetComponent <PlayerStats>(); // PlayerStats healthDisplay = GameObject.Find("Text: Health").GetComponent <Text>(); // Health text healthDisplayBG = GameObject.Find("Image: Health BG").GetComponent <Image>(); // Health BG moneyDisplay = GameObject.Find("Text: Money").GetComponent <Text>(); // Money text moneyDisplayBG = GameObject.Find("Image: Money BG").GetComponent <Image>(); // Money BG attackReady = GameObject.Find("Image: Attack ready").GetComponent <Image>(); // Attach ready indicator bossHealthDisplay = GameObject.Find("Text: Boss Health").GetComponent <Text>(); bossHealthDisplay.color = new Color(0f, 0f, 0f, 0f); bossHealthBG = GameObject.Find("Image: Boss Health BG").GetComponent <Image>(); bossHealthBG.color = new Color(0f, 0f, 0f, 0f); Pause = GameObject.Find("Pause"); // Pause menu Pause.SetActive(false); // Pause is inactive at level start // Get Bosses, hide their health display until entry is done if (SceneManager.GetActiveScene().buildIndex == 1) { boss1 = GameObject.Find("Boss1").GetComponent <Boss1> (); } else if (SceneManager.GetActiveScene().buildIndex == 2) { boss2 = GameObject.Find("Boss2").GetComponent <Boss2> (); } // else if (SceneManager.GetActiveScene ().buildIndex == 3) { // boss3 = GameObject.Find ("Boss3").GetComponent<Boss3> (); // } else if (SceneManager.GetActiveScene ().buildIndex == 4) { // boss4 = GameObject.Find ("Boss4").GetComponent<Boss4> (); // } else if (SceneManager.GetActiveScene ().buildIndex == 5) { // boss5 = GameObject.Find ("Boss5").GetComponent<Boss5> (); // } } }
// Use this for initialization void Awake() { boss = GetComponent <Boss1>(); cannon = new Boss_Cannon[2]; cannon[0] = transform.Find("Cannon_L").GetComponent <Boss_Cannon>(); cannon[0].SetDelay(cannonDelay); cannon[1] = transform.Find("Cannon_R").GetComponent <Boss_Cannon>(); cannon[1].SetDelay(cannonDelay); launcher = transform.Find("Launcher").GetComponent <Boss_Launcher>(); launcher.SetMissileDelay(launcherDelay); launcher.SetMissileAmount(fire_missile_number); wfs_cannon = new WaitForSeconds(cannonCool); wfs_launcher = new WaitForSeconds(launcherCool); }
}//Does an initial setup of the battle IEnumerator SetUpBossFight1() { MusicManager.bossBattleMusic = true; MusicManager.normalBattleMusic = false; EnemyHolder.enemyAmount = 0; GameObject enemyGO = Instantiate(bosses[0], enemyBattleStations[1]); //Instantiates enemy enemyGO.name = "boss" + 1; //Gives it a name and number currentEnemies[0] = enemyGO; //Assigns Panama to the first space in the enemy array enemyUnit[0] = enemyGO.GetComponent <UnitStats>(); //Grabs the enemy's stats bossUnit[0] = enemyGO.GetComponent <UnitStats>(); enemyUnit[0].affinity = 1; //Sets Index's affinity to Soma enemyColor[0] = enemyGO.GetComponent <Image>(); // Grabs the color of the enemy so it can be changed enemyHUDs[0].SetHUD(enemyUnit[0]); //Sets the hud with the enemy stats enemyLightingEffects[0] = enemyGO.transform.GetChild(0).gameObject; //Assigns the lighting effects from Panama #region InitialSetup playerUnit = playerPrefab.GetComponent <UnitStats>(); playerColor = playerPrefab.GetComponent <Image>(); playerHUD.SetHUD(playerUnit); buttons.SetActive(true); boss1Attack = GameObject.FindGameObjectWithTag("EnemyStuff").GetComponent <Boss1>(); #endregion InitialSetup yield return(new WaitForSeconds(.5f)); if (GameObject.FindGameObjectsWithTag("Boss1").Length > 2) { Destroy(GameObject.Find("boss1")); } state = BattleStateFossil.PLAYERTURN; PlayerTurn(); }
void SetupLevel() { Background background = new Background(0, 0); game.AddChild(background); Tyler = new Sound("Sounds/Frank/boogaloo.mp3", false, false); _musicChannel = Tyler.Play(); _musicChannel.Volume = 0.10f; if (Input.GetKeyDown(Key.M)) { _musicChannel.Volume = 0f; } boss1 = new Boss1(1700, 700, player); game.AddChild(boss1); boss1.HP = 300; player.Lifes = 5; HUD_Boss hud = new HUD_Boss(boss1); game.AddChild(hud); Platform platform1 = new Platform(450, game.height / 2 + 300); game.AddChild(platform1); Platform platform2 = new Platform(850, game.height / 2); game.AddChild(platform2); Platform platform3 = new Platform(1250, game.height / 2 + 300); game.AddChild(platform3); game.AddChild(player); HUD_Player hud_player = new HUD_Player(player); game.AddChild(hud_player); HUD_Score hud_score = new HUD_Score(mygame); game.AddChild(hud_score); }
// Use this for initialization void Start() { Instance = this; fun_count = 8; for (int i = 0; i < 8; i++) { Vector3 point = transform.position + new Vector3(0, 0, -50 + 15 * i); GameObject go = (GameObject)Instantiate(funnel, point, Quaternion.identity); go.transform.parent = transform; go.transform.rotation = Quaternion.Euler(0, 90, 90); go.transform.localScale = go.transform.localScale * 20; ful[i] = go; } t = 1; forRandom(); }
public void SuperBullet() { for (int i = 0; i < spawnedEnemies.Count; i++) { Enemy enemy = spawnedEnemies[i].GetComponent <Enemy>(); if (enemy != null) { enemy.Damage(10); } else if (enemy == null) { Boss1 boss = GetComponent <Boss1>(); boss.Damage(10); } } DeleteAllBullet(); }
void Start() { // Bossクラスの変数を宣言してインスタンスを代入 Boss1 lastboss = new Boss1(); for (int i = 0; i < 11; i++) { lastboss.Magic(); } //if(i<=0){ //Debug.Log("Mpが足りないため魔法が使えない"); //lastboss.magic(); }
protected virtual void OnTriggerEnter2D(Collider2D other) { Boss1 boss1 = other.gameObject.GetComponent <Boss1>(); Enemy enemy = other.gameObject.GetComponent <Enemy>(); if (enemy != null) { enemy.Damage(damage); } else if (boss1 != null) { boss1.Damage(damage); } if (boss1 != null || enemy != null) { Destroy(this.gameObject); } }
public static void LoadContent(ContentManager content, GameWindow window) { GameElements.player = new Player(content.Load <Texture2D>("Images/player/Player"), 0f, 200f, 2.5f, 4.5f, content.Load <Texture2D>("Images/player/bullet")); GameElements.bakgrund = new Bakgrund(content.Load <Texture2D>("Images/bakgrund"), window); GameElements.boss1 = new Boss1(content.Load <Texture2D>("Images/Enemies/Boss1"), 700f, 360f); GameElements.meny = new Meny(0); GameElements.meny.AddItem(content.Load <Texture2D>("Images/Meny/Start"), 1, window); GameElements.meny.AddItem(content.Load <Texture2D>("Images/Meny/Highscore"), 6, window); GameElements.meny.AddItem(content.Load <Texture2D>("Images/Meny/Avsluta"), 7, window); GameElements.levels = new Levels(1); GameElements.levels.AddItem(content.Load <Texture2D>("Images/Meny/Level 1"), 2, window); GameElements.levels.AddItem(content.Load <Texture2D>("Images/Meny/Level 2"), 3, window); GameElements.levels.AddItem(content.Load <Texture2D>("Images/Meny/Level 3"), 4, window); GameElements.Fiende = new List <Fiender>(); Random random = new Random(); Texture2D tmpsprite = content.Load <Texture2D>("Images/Enemies/Predator"); for (int i = 0; i < 5; i++) { int rndX = random.Next(window.get_ClientBounds().Width / 2, window.get_ClientBounds().Width - tmpsprite.get_Width()); int rndY = random.Next(0, window.get_ClientBounds().Height - tmpsprite.get_Height()); Predator temp = new Predator(tmpsprite, (float)rndX, (float)rndY); GameElements.Fiende.Add(temp); } tmpsprite = content.Load <Texture2D>("Images/Enemies/mina"); for (int i = 0; i < 5; i++) { int rndX = random.Next(window.get_ClientBounds().Width / 2, window.get_ClientBounds().Width - tmpsprite.get_Width()); int rndY = random.Next(0, window.get_ClientBounds().Height - tmpsprite.get_Height()); Mine temp2 = new Mine(tmpsprite, (float)rndX, (float)rndY); GameElements.Fiende.Add(temp2); } GameElements.printText = new Utskrifter(content.Load <SpriteFont>("Font1")); GameElements.guldMyntSprite = content.Load <Texture2D>("Images/Powerups/SpelMynt"); GameElements.SuperskeppSprite = content.Load <Texture2D>("Images/Powerups/PowerUp"); GameElements.PenetratingbulletsSprite = content.Load <Texture2D>("Images/Powerups/PowerUp2"); }
void Start() { boss1 = GameObject.FindGameObjectWithTag("Boss1").GetComponent <Boss1>(); }
override public void OnStateEnter(Animator animator, AnimatorStateInfo stateInfo, int layerIndex) { boss1 = animator.GetComponent <Boss1>(); }
override public void OnStateEnter(Animator animator, AnimatorStateInfo stateInfo, int layerIndex) { boss1 = animator.GetComponent <Boss1>(); timer = Random.Range(minTime, maxTime); }
protected override void LoadContent() { go = 0; spriteBatch = new SpriteBatch(GraphicsDevice); texto = Content.Load<SpriteFont>("fuente"); //menu menuu = Content.Load<Texture2D>("img/wip menu"); menu1 = Content.Load<Texture2D>("img/menu1"); menu2 = Content.Load<Texture2D>("img/menu2"); mgo1 = Content.Load<Texture2D>("img/Continue"); mgo2 = Content.Load<Texture2D>("img/Exit"); mgo3 = Content.Load<Texture2D>("img/GO"); mmenu = new Menu(menuu, menu1, menu2, mgo1, mgo2, mgo3); MainMenu = Content.Load<SoundEffect>("BGM/NativeSon"); //balloon balloon = Content.Load<Texture2D>("img/balloon"); bloo = new Balloony(balloon, new Vector2(100, 100)); vidas = new Lives(balloon); //nivel 1 BGM1 = Content.Load<SoundEffect>("BGM/jo1"); swordfish = Content.Load<Texture2D>("img/level1"); boss1 = Content.Load<Texture2D>("img/boss1"); Crab = new Boss1(boss1, new Vector2(800, 300)); scrolling11 = new Scrolling(Content.Load<Texture2D>("Background/fondo_1"), new Rectangle(0, 0, 1500, 600)); scrolling12 = new Scrolling(Content.Load<Texture2D>("Background/fondo_2"), new Rectangle(1500, 0, 1500, 600)); scrolling13 = new Scrolling(Content.Load<Texture2D>("Background/fondo_3"), new Rectangle(3000, 0, 1500, 600)); scrolling14 = new Scrolling(Content.Load<Texture2D>("Background/fondo_4"), new Rectangle(4500, 0, 1500, 600)); //nivel 2 BGM2 = Content.Load<SoundEffect>("BGM/jo2"); dragon = Content.Load<Texture2D>("img/level2"); boss2 = Content.Load<Texture2D>("img/boss2"); Robot = new Boss2(boss2, new Vector2(800,130)); scrolling21 = new Scrolling(Content.Load<Texture2D>("Background/bg2_1"), new Rectangle(0, 0, 1500, 600)); scrolling22 = new Scrolling(Content.Load<Texture2D>("Background/bg2_2"), new Rectangle(1500, 0, 1500, 600)); scrolling23 = new Scrolling(Content.Load<Texture2D>("Background/bg2_3"), new Rectangle(3000, 0, 1500, 600)); scrolling24 = new Scrolling(Content.Load<Texture2D>("Background/bg2_4"), new Rectangle(4500, 0, 1500, 600)); //nivel 3 BGM3 = Content.Load<SoundEffect>("BGM/jo3"); space = Content.Load<Texture2D>("img/level3"); scrolling31 = new Scrolling(Content.Load<Texture2D>("Background/bg3_1"), new Rectangle(0, 0, 1300, 600)); scrolling32 = new Scrolling(Content.Load<Texture2D>("Background/bg3_2"), new Rectangle(1300, 0, 1300, 600)); scrolling33 = new Scrolling(Content.Load<Texture2D>("Background/bg3_3"), new Rectangle(2600, 0, 1300, 600)); scrolling34 = new Scrolling(Content.Load<Texture2D>("Background/bg3_4"), new Rectangle(3900, 0, 1300, 600)); //splash screens sp1 = Content.Load<Texture2D>("img/Splash1"); sp2 = Content.Load<Texture2D>("img/Splash2"); sp3 = Content.Load<Texture2D>("img/Splash3"); //video Ending = Content.Load<Video>("video/balloonadventure"); //main menu music sfx = MainMenu.CreateInstance(); sfx.Play(); }
void Update() { Vector2 currentPosition = new Vector2(transform.position.x, transform.position.y); Vector2 newPosition = currentPosition + velocity * Time.deltaTime; Debug.DrawLine(currentPosition, newPosition, Color.green, 30000000000); RaycastHit2D[] hits = Physics2D.LinecastAll(currentPosition, newPosition); if (hits.Length == 0) { Invoke("DestroyFireRing", 2); } else { CancelInvoke("DestoyProjectile"); foreach (RaycastHit2D hit in hits) { GameObject other = hit.collider.gameObject; if (other != player) { if (other.gameObject.name == "EnemyColliders") { enemyScript = other.transform.parent.gameObject.GetComponent <Vida>(); if (other.transform.parent.gameObject.GetComponent <Enemies>() != null) { enemyOther = other.transform.parent.gameObject.GetComponent <Enemies>(); } else { Boss = other.transform.parent.gameObject.GetComponent <Boss1>(); } if ((other.transform.parent.gameObject.GetComponent <Enemies>() != null && !enemyOther.dead)) { enemyScript.TakeDamage(damage); Debug.Log(enemyScript.currentHealth); GameObject explosion = Instantiate(explosionPrefab, transform.position, Quaternion.identity); explosion.GetComponent <AudioSource>().volume = 0.2f; Destroy(explosion, 2.3f); Destroy(gameObject); Debug.Log(other.name); } if (other.transform.parent.gameObject.GetComponent <Boss1>() != null) { enemyScript.TakeDamage(damage); Debug.Log(enemyScript.currentHealth); GameObject explosion = Instantiate(explosionPrefab, transform.position, Quaternion.identity); explosion.GetComponent <AudioSource>().volume = 0.2f; Destroy(explosion, 2.3f); Destroy(gameObject); Debug.Log(other.name); } break; } if (other.CompareTag("TopWalls") || other.CompareTag("BottomWalls") || other.CompareTag("Obstacle")) { Destroy(gameObject); GameObject explosion = Instantiate(explosionPrefab, transform.position, Quaternion.identity); explosion.GetComponent <AudioSource>().volume = 0.2f; Destroy(explosion, 2.3f); Debug.Log(other.name); break; } } } } transform.position = newPosition; }
void Update() { Vector2 currentPosition = new Vector2(transform.position.x, transform.position.y); Vector2 newPosition = currentPosition + velocity * Time.deltaTime; Debug.DrawLine(currentPosition + offset, newPosition + offset, Color.green, 30000000000); RaycastHit2D[] hits = Physics2D.LinecastAll(currentPosition + offset, newPosition + offset); if (hits.Length == 0) { Invoke("DestoyProjectile", 2); } else { CancelInvoke("DestoyProjectile"); foreach (RaycastHit2D hit in hits) { GameObject other = hit.collider.gameObject; if (other != player) { if (other.gameObject.name == "EnemyColliders") { enemyHealth = other.transform.parent.gameObject.GetComponent <Vida>(); if (other.transform.parent.gameObject.GetComponent <Enemies>() != null) { enemyOther = other.transform.parent.gameObject.GetComponent <Enemies>(); } else { Boss = other.transform.parent.gameObject.GetComponent <Boss1>(); } //realDamage = (iceDamage / enemyHealth.damageReduction); realDamage = iceDamage; if ((other.transform.parent.gameObject.GetComponent <Enemies>() != null && !enemyOther.dead) || (other.transform.parent.gameObject.GetComponent <Boss1>() != null && Boss.vida.currentHealth != 0)) { if (gameObject.CompareTag("Iceball")) { if (realDamage > 0 && iceCanDamage) { if (other.transform.parent.gameObject.GetComponent <Enemies>() != null) { enemySpeed = enemyOther.speed; enemyOther.speed = (enemyOther.speed / freeze); Debug.Log("Enemy mv" + enemyOther.speed); } enemyHealth.TakeDamage(realDamage); canHitWall = false; GameObject explosion = Instantiate(explosionPrefab, transform.position, Quaternion.identity); Destroy(explosion, 2.3f); Debug.Log("Damage Dealt: " + realDamage); Debug.Log(enemyHealth.currentHealth); Debug.Log(other.name); StartCoroutine(Freezing()); } IEnumerator Freezing() { iceCanDamage = false; gameObject.GetComponent <SpriteRenderer>().enabled = false; yield return(new WaitForSeconds(1)); iceCanDamage = true; if (other.transform.parent.gameObject.GetComponent <Enemies>() != null) { enemyOther.speed = enemySpeed; Debug.Log("Enemy mv" + enemyOther.speed); } Destroy(gameObject); } } else { realDamage = fireDamage; //realDamage = (fireDamage / enemyHealth.damageReduction); enemyHealth.TakeDamage(realDamage); GameObject explosion = Instantiate(explosionPrefab, transform.position, Quaternion.identity); Destroy(gameObject); Destroy(explosion, 2.3f); Debug.Log("Damage Dealt: " + realDamage); Debug.Log(enemyHealth.currentHealth); Debug.Log(other.name); } } break; } if (other.CompareTag("TopWalls")) { if (triggerWall && canHitWall) { GameObject explosion = Instantiate(explosionPrefab, transform.position, Quaternion.identity); Destroy(explosion, 2.3f); Destroy(gameObject); Debug.Log(other.name); break; } } if (canHitWall && (other.CompareTag("BottomWalls") || other.CompareTag("Obstacle"))) { GameObject explosion = Instantiate(explosionPrefab, transform.position, Quaternion.identity); Destroy(explosion, 2.3f); Destroy(gameObject); Debug.Log(other.name); break; } } } } transform.position = newPosition; }
private void Start() { actor = this.gameObject.GetComponent <Boss1>(); //add nullchecks! }
//tätä funktiota kutsutaan pelaajan hyökkäyksessä public void TakeDamage() { /* First Boss */ if (Boss1) { Boss1 boss = gameObject.GetComponent <Boss1>(); if (boss.vulnerable) { health--; SoundManager.PlaySound("BOSSOOF"); if (health == 0) { boss.Die(); } else { boss.TakeDamage(); } } else if (health <= 0) { Debug.Log("boss counter"); boss.Counter(); //kutsutaan pelaajan tappavaa funktioita } } /* Second Boss */ else if (Boss2) { health--; if (health <= 0) { gameObject.GetComponent <Boss2>().Die(); } } /*ranged ja melee */ else if (normal) { RangedEnemy enemy = gameObject.GetComponent <RangedEnemy>(); if (!enemy.dead) { SoundManager.PlaySound("DEEPOOF"); health--; if (health <= 0) { //kutsutaan vihollisen omaa die funktiota enemy.Die(); } } } else if (turret) { SoundManager.PlaySound("EXPLODE"); health--; if (health <= 0) { //tuhotaan turret animaattorin avustuksella gameObject.GetComponent <TurretScript>().Dead(); } } else if (charging) { if (gameObject.GetComponent <ChargingEnemy>().killable) { health--; if (health <= 0) { gameObject.GetComponent <ChargingEnemy>().Die(); } } } }
/* * 0 = shrink to summon enemies * 1 = stay small * 2 = grow back * 3 = damaged */ // Use this for initialization void Awake() { boss = this; }
public State1_Awake(Boss1 actor) { this.actor = actor; }