Example #1
0
 // Use this for initialization
 void Start()
 {
     player       = GameObject.FindGameObjectWithTag("Player");
     drop         = (GameObject)Resources.Load("Prefabs/Drops/DropLife", typeof(GameObject));
     playerstatus = player.GetComponent <Player> ();
     // speedMoves,health, damege, range, armor, player;
     warrior = new WarriorCommands(speedMoves,
                                   health + (playerstatus.fullHealth * 0.1f),
                                   damage + Random.Range(playerstatus.armor * 0.2f, playerstatus.armor * 0.4f) + (int)Mathf.Log(playerstatus.lvl + 1) + 1,
                                   range,
                                   armor + Random.Range(playerstatus.damage * 0.1f, playerstatus.damage * 0.2f) + (int)Mathf.Log(playerstatus.lvl + 1) + 1,
                                   player.GetComponent <Player>());
     healthBar = GetComponent <ControllerEnemyHealthBar>();
     healthBar.ChangeHealthvalue(warrior.fullhealth, warrior.health);
     points += playerstatus.lvl;
 }
Example #2
0
    void Start()
    {
        player       = GameObject.FindGameObjectWithTag("Player");
        range        = 4f;
        playerstatus = player.GetComponent <Player> ();

        // speedMoves,health, damege, range, armor, player;
        bulets = new BuletsCommands(
            speedMoves + (int)Mathf.Log(playerstatus.lvl),
            1,
            damage + (Random.Range(playerstatus.armor * 0.3f, playerstatus.armor * 0.4f) + ((int)Mathf.Log(playerstatus.lvl + 1) + 1)),
            range,
            0,
            player.GetComponent <Player>());
        randomDirectionBulets   = player.transform.position;
        randomDirectionBulets.z = Random.Range(20f, -20f);
        gameObject.transform.LookAt(randomDirectionBulets);
    }
Example #3
0
 // Use this for initialization
 void Start()
 {
     timeBetweenAttacks = Random.Range(2f, 4f);
     player             = GameObject.FindGameObjectWithTag("Player");
     range        = Random.Range(40f, 70f);
     drop         = (GameObject)Resources.Load("Prefabs/Drops/DropLife", typeof(GameObject));
     playerstatus = player.GetComponent <Player> ();
     // speedMoves,health, damege, range, armor, player;
     archer = new ArcherCommands(speedMoves,
                                 health + (playerstatus.fullHealth * 0.1f),
                                 0,
                                 range,
                                 armor + (playerstatus.damage * 0.1f),
                                 player.GetComponent <Player>());
     healthBar = GetComponent <ControllerEnemyHealthBar>();
     healthBar.ChangeHealthvalue(archer.fullhealth, archer.health);
     points = 10 + playerstatus.lvl;
 }