private void Awake() { enemyBehaviour = GetComponent <EnemyBehaviour>(); navMeshAgent = GetComponent <NavMeshAgent>(); enemyMoveInfo = enemyData.enemyInfo.moveInfo; // attackDisInfo = enemyData.enemyInfo.attackDisInfo; longAttackEnemy = this; }
// Start is called before the first frame update void Start() { playerHealth.text = "Health: 100"; foe = enemy.GetComponent <EnemyBehaviour>(); character = player.GetComponent <PlayerBehaviour>(); buffed = character; debuffed = foe; }
public void OnTriggerExit2D(Collider2D other) { if (other.tag == "Enemy") { target = null; CanAttack = false; } }
void Start() { startAngle = transform.eulerAngles; behaviour = transform.parent.GetComponent <EnemyBehaviour>(); type = behaviour.type; anim = GetComponent <Animator>(); sprite = GetComponent <SpriteRenderer>(); }
public override void SpecialCommand(List <GameObject> enemies) { EnemyBehaviour enemy = enemies [0].GetComponent <EnemyBehaviour> (); enemiesAttacking = enemies; state = STATE.ONSPECIAL; anim.SetInteger("State", 2); }
public static void DestroyEnemy(EnemyBehaviour enemy) { if (enemy != null) { GetPool(enemy.Def).ReturnObject(enemy.gameObject); DebugPool(enemy.Def); } }
private void MakeBleeding(EnemyBehaviour enemy) { GameObject bleeding; Vector3 damagePosition = new Vector3(enemy.gameObject.transform.position.x, enemy.gameObject.transform.position.y + 1f, enemy.gameObject.transform.position.z); bleeding = Instantiate(_bleedingPrefab, damagePosition, Quaternion.identity, enemy.transform); DestroyBleeding(bleeding); }
private bool CheckCost(EnemyBehaviour enemy) { if (enemy.SpawnCost <= spawnBudget) { return true; } return false; }
public void TriggerHit() { if (behaviour != EnemyBehaviour.Catching) { time = 0; behaviour = EnemyBehaviour.Catching; } }
// Update is called once per frame void Update() { Vector3 startPosition = startObject.transform.position; //startposition of line is at weapon startPosition.z = 0; line.SetPosition(0, startPosition); RaycastHit hit; if (Physics.Raycast(startPosition, transform.up, out hit, 100)) //raycast to check for enemies in laser's path { Vector3 endPosition; GameObject hitObject = hit.collider.gameObject; //get hit object if (hitObject != null && hitObject.tag == targetTag) //if an object was hit and object's tag is target tag ("Enemy") { endPosition = hit.point; //end point of line is where hit took place if (lastHitObject == null || lastHitObject != hitObject) //if laser didn't already hit something, or object that was hit last is not this object (prevent damaging enemy every update call) { EnemyBehaviour enemy = hitObject.GetComponent <EnemyBehaviour>(); if (enemy != null && !enemy.IsOffScreen()) //if enemy isn't null and enemy is not off-screen { enemy.TakeDamage(damage, hit.point); //apply damage DifficultyManager.instance.SetHitPct(true, WeaponType.Laser); //hit! } else { endPosition = startPosition + (transform.up * 100); //set end position of line some point far away in up direction DifficultyManager.instance.SetHitPct(false, WeaponType.Laser); //miss! } } lastHitObject = hitObject; } else //object that was hit does not have correct tag { endPosition = startPosition + (transform.up * 100); //set end position of line some point far away in up direction DifficultyManager.instance.SetHitPct(false, WeaponType.Laser); //miss! } endPosition.z = 0; line.SetPosition(1, endPosition); } else //nothing hit by raycast { Vector3 endPosition = startPosition + (transform.up * 100); //set end position of line some point far away in up direction endPosition.z = 0; line.SetPosition(1, endPosition); } if (ttl.GetTimer() <= 0) { DisableInPool(); ttl.Reset(); line.SetPosition(0, Vector3.one * 1000); line.SetPosition(1, Vector3.one * 1000); lastHitObject = null; } }
private void Awake() { visualMesh = transform.GetChild(0).GetComponent <Renderer>(); physicMesh = transform.GetChild(1).GetComponent <Rigidbody>(); attackMesh = transform.GetChild(2).GetComponent <EnemyAttackCube_Intepolation>(); attackMesh.parent = this; myCollider = GetComponent <Collider>(); enemyBehaviour = transform.root.GetComponent <EnemyBehaviour>(); }
private void OnTriggerEnter(Collider other) { EnemyBehaviour enemy = other.GetComponent <EnemyBehaviour>(); if (enemy != null) { enemy.TookDamage(damage); } }
private void ShowDamageInfo(EnemyBehaviour enemy) { GameObject damageInfo = Instantiate(_damageInfoTextPrefab, enemy.transform.GetChild(0).transform.position, Quaternion.identity, enemy.transform.GetChild(0).transform); damageInfo.transform.LookAt(_player.gameObject.transform); damageInfo.transform.Rotate(Vector3.up, 180f); damageInfo.GetComponent <Text>().text = "-" + _player.damage.ToString(); DestroyDamageInfo(damageInfo); }
// Note: Necessary to include any physicaly related behavior in fixed update void FixedUpdate() { if(!m_isFrozen) { if(m_enemyBehaviour == EnemyBehaviour.patrolling) { if(m_sight.gameObjectsOnSight.Contains(GameManager.Instance.playerToy)) { m_enemyBehaviour = EnemyBehaviour.chasing; m_enemyAnimator.SetBool("IsRunning", true); m_enemyAudio.clip = ml_actionSounds["Running"]; m_enemyAudio.Play(); } else { transform.Rotate(0f,2f,0f); } } else { if(Vector3.Distance(transform.position, GameManager.Instance.playerToy.transform.position) < m_attackRange) { if(Time.time - m_chaseTimer > m_attackSpeed) { m_chaseTimer = 0f; m_enemyAnimator.SetTrigger("Attack"); GameManager.Instance.playerToy.SendMessage("malusPower"); } else { m_chaseTimer+= Time.deltaTime; } } else { transform.LookAt(GameManager.Instance.playerToy.transform.position); transform.Rotate(new Vector3(0f,1f,0f), 90); // Offset because of character wrong orientation // Move toward player Vector3 newPosition = GameManager.Instance.playerToy.transform.position - transform.position; // Take physics into account rigidbody.MovePosition(rigidbody.position + m_chaseSpeed * Time.deltaTime * newPosition); } // If player disappears if(!m_sight.gameObjectsOnSight.Contains(GameManager.Instance.playerToy)) { m_enemyBehaviour = EnemyBehaviour.patrolling; m_enemyAnimator.SetBool("IsRunning", false); m_enemyAudio.Pause(); } } } }
void OnTriggerStay2D(Collider2D other) { //Ef player er inni à trigger með enemy tag þá ræðst enemy á player if (other.CompareTag("Enemy")) { EnemyBe = other.gameObject.GetComponent <EnemyBehaviour>(); EnemyBe.hit(); } }
public void OnTriggerStay2D(Collider2D collision) { if (collision.CompareTag("Enemy")) { Debug.Log("it did collide tho"); EnemyBehaviour EnemyRef = collision.gameObject.GetComponent <EnemyBehaviour>(); EnemyRef.CurrentHP -= .3f; } }
public void OnSceneChange(Scene scene, LoadSceneMode mode) { EnemyBehaviour tmp = FindObjectOfType <EnemyBehaviour>(); if (tmp) { slender = tmp.transform; } }
public void Setup() { enemy = MonoBehaviour.Instantiate( Resources.Load <GameObject>("Prefabs/Enemy")); ec = enemy.GetComponent <EnemyBehaviour>(); ec.InitStats(); ec.initActions(); }
internal void EnemyDie(EnemyBehaviour enemyBehaviour) { EnemiesInGame.Remove(enemyBehaviour); Gold += enemyBehaviour.Gold; DropItem(); Destroy(enemyBehaviour.gameObject); }
void Start() { enemyB = GetComponent <EnemyBehaviour>(); sManager = GameManager.instance.sManager; tpc = GameManager.instance.tpc; altWeapons = GameManager.instance.altWeapons; healthScript = GameManager.instance.health; shield = GameObject.FindGameObjectWithTag("Shield").GetComponent <Animator>(); }
void Damage(Transform enemy) { EnemyBehaviour e = enemy.GetComponent <EnemyBehaviour>(); if (e != null) { e.TakeDamage(damage); } }
public void GetHit(EnemyBehaviour enemy) { life -= enemy.damage; controller.worldUI.PresentDamageText(enemy.damage, transform.position); GlobalController.instance.eventRegistery.ActivateEvent(EEventRegistrationType.AVATAR_HIT); if (life <= 0) { avatarKilled(); } }
// Use this for initialization void Start() { this.enemyScript = GameObject.Find("enemy").GetComponent<EnemyBehaviour>(); targetRotation = transform.rotation; rBody = GetComponent<Rigidbody> (); forwardInput = turnInput = 0; anim = GetComponent<Animator> (); }
public override bool IsValid(EnemyBehaviour enemyBehaviour, float time) { if (time > _totalTime) { return(true); } return(false); }
// Update is called once per frame void Start() { initalPos = new Vector3(0, -100, 0); EnemyBehaviour EnemyController = myEnemy.GetComponent <EnemyBehaviour>(); rB = GetComponent <Rigidbody>(); rB.transform.position = initalPos; fireIn = fireRate; }
void Start() { healthBar = GetComponentInChildren <Slider> (); score = GameObject.Find("UICanvas").GetComponent <ScoreController> (); enemy = GetComponent <EnemyBehaviour> (); healthBar.maxValue = health; healthBar.value = health; maxHealth = health; }
protected override void SetReferences() { damageable = instance.GetComponent <Damageable>(); enemyBehaviour = instance.GetComponent <EnemyBehaviour>(); damageable.OnDie.AddListener(ReturnToPoolEvent); m_RemoveWait = new WaitForSeconds(objectPool.removalDelay); }
void Awake() { _damageable = GetComponent <Damageable>(); _behaviour = GetComponent <EnemyBehaviour>(); _health = GetComponent <EnemyHealth>(); _player = GameObject.FindWithTag("Player").GetComponent <PlayerController>(); _playerHealth = _player.GetComponent <PlayerHealth>(); _chadistAI = GameObject.FindWithTag("Chadist AI").GetComponent <ChadistAI>(); }
void Start () { _isScary = true; _transform = transform; _fearZoneRadius = _transform.localScale.x * 0.5f; _behaviour = _transform.parent.GetComponent<EnemyBehaviour>(); if (!_behaviour) Debug.Log ("piwi"); _conqueredPercentage = 0.0f; }
void Spawn() { int spawnPointIndex = Random.Range(0, spawnPoints.Length); Instantiate(enemy, spawnPoints[spawnPointIndex].position, spawnPoints[spawnPointIndex].rotation); EnemyBehaviour spawnedScript = enemy.GetComponent <EnemyBehaviour>(); spawnedScript.Target = objectivepoint; }
private void HandleEnemyBehavior() { EnemyBehaviour enemy = GetComponent <EnemyBehaviour>(); if (currentHealth <= 0) { enemy.EnemyDeathAnimation(); } }
public void Up() { Debug.Log("Up"); path.stopped = false; striked = false; checking = false; timer = recoverTime; behaviour = EnemyBehaviour.Idle; }
private void Awake() { eB = GetComponent <EnemyBehaviour>(); iWA.interacted += eB.AngerTrigger; iWA.interacted += Angered; iWA2.interacted += eB.AngerTrigger; iWA2.interacted += Angered; iWA2.interacted += BellSound; }
private void OnTriggerEnter2D(Collider2D collision) { if (collision.gameObject.tag == "Enemy") { EnemyBehaviour enemyBehaviour = collision.gameObject.GetComponent <EnemyBehaviour>(); enemyBehaviour.isImmune = true; enemyBehaviour.advanceSpeed *= accerlateFactor; } }
void getKeyboardInputs() { if (Input.GetKeyDown(KeyCode.P)) { MoveOrPatrolBtnClicked(); } if (Input.GetKeyDown(KeyCode.N)) { FindNextClicked(); } if (Input.GetKeyDown(KeyCode.I)) { if (multipleEnemiesSelected) { createNewFlock(); if (multipleEnemiesSelected) { foreach (EnemyBehaviour en in flocks[flocks.Count - 1].enemies) { en.clearAllFutur(); en.currentState = EnemyBehaviour.State.Idle; } } else if (currentlyControlledEnemy != null) { currentlyControlledEnemy.clearAllFutur(); currentlyControlledEnemy.currentState = EnemyBehaviour.State.Idle; } } else { if (currentlyControlledEnemy != null) { currentlyControlledEnemy.clearAllFutur(); currentlyControlledEnemy.currentState = EnemyBehaviour.State.Idle; } } } if (Input.GetKeyDown(KeyCode.LeftControl)) { multipleEnemiesSelected = true; currentlyControlledEnemy = null; } else if (Input.GetKeyUp(KeyCode.LeftControl)) { if (newFlock.Count != 0) { createNewFlock(); } else { multipleEnemiesSelected = false; } } }
void Start() { playerHealth = GameObject.FindGameObjectWithTag("PlayerHealthUI").GetComponent<PlayerHealth>(); enemyHealth = GetComponent<EnemyBehaviour>(); if (gameObject.tag == "Player") { maxHealth = playerHealth.GetHealth; } else if (enemyHealth != null) { maxHealth = enemyHealth.Health; } }
protected void spawnMob(EnemyBehaviour enemy, float x, float z) { EnemyBehaviour newEnemy = Instantiate(enemy); manager.AddMobReference(newEnemy); newEnemy.transform.position = new Vector3( x, 0, z ); }
private void Start() { navMeshAgent = GetComponent<NavMeshAgent>(); behaviour = GetComponent<EnemyBehaviour>(); stats = GetComponent<EnemyScript>(); navMeshAgent.speed *= speedMultiplier; behaviour.attackDamage *= damageMultiplier; stats.MaxHealth *= healthMultiplier; }
void OnTriggerEnter2D(Collider2D othercollider) { if (othercollider.tag == "enemy") { hit_enemy = othercollider.gameObject; enemy_script = hit_enemy.GetComponent<EnemyBehaviour>(); finaldamage = (int)Mathf.Clamp (initialdamage + animdamagemodifier, 0, Mathf.Infinity); if (enemy_script.health >= 1) { enemy_script.health -= finaldamage; } this.gameObject.Recycle(); } //Debug.Log("hit"+othercollider); }
void Start () { _enemyBehaviour = GetComponent<EnemyBehaviour>(); if (!_enemyBehaviour) { _enemySniper = GetComponent<EnemySniper>(); } else if (!_enemySniper) { _enemyBigGuy = GetComponent<EnemyBigGuy>(); } else if (!_enemyBigGuy) { _enemySmallGuy = GetComponent<EnemySmallGuy>(); } }
void FixedUpdate() { //vind de dichts bij zijnde enemy this.closestEnemy = this.findClosestEnemy(); //teken een lijn naar de closest enemy in rood //bereken de projetile trajectory Vector2 trajectory = calulateTrajectory(); if (delay < 0) { delay = stats.delayTime; this.Shoot(trajectory); } else { delay -= Time.fixedDeltaTime; } }
public void Initialize(int a) { _currentHealth = StartingHealth; int speedMod = 1; //Speed modifier for later use dummy = GameObject.FindGameObjectWithTag("Player"); speed = speed * speedMod; direction = Vector3.left * a; int i = Random.Range(0, 2); if (i == 0) { enemyBehaviour += WavyMove; //enemyBehaviour += ShootHoming; enemyBehaviour += ShootRandom; int j = Random.Range(0, 3); switch (j) { case 0: firingPattern += TracerFire; break; case 1: firingPattern += VolleyFire; break; case 2: firingPattern += SpiralFire; break; } } else { enemyBehaviour += HomingMove; SpriteRenderer sprite = GetComponentInChildren<SpriteRenderer>(); sprite.sprite = meleeSprite; //enemyBehaviour += ShootHoming; } }
public void RemoveEnemy(EnemyBehaviour enemyToRemove) { enemyList.Remove(enemyToRemove); }
public void ChangeBehaviour(EnemyBehaviour behaviour) { if (currentBehaviour != null) currentBehaviour.End (); currentBehaviour = behaviour; }
/* -------------------------------------------- Pause during swapping ---------------------- */ void freeze() { // Don't move ! m_isFrozen = true; m_enemyBehaviour = EnemyBehaviour.patrolling; // Interrupt any parachute fall interrupt(); if (m_enemyAnimator) { m_enemyAnimator.SetBool("IsRunning", false); m_enemyAnimator.SetTrigger("Freeze"); } }
void FixedUpdate() { //vind de dichts bij zijnde enemy this.closestEnemy = this.findClosestEnemy(); //teken een lijn naar de closest enemy in rood drawLineTo(this.closestEnemyLine, Gunpoint.transform.position, closestEnemy.transform.position); //bereken de projetile trajectory Vector2 trajectory = calulateTrajectory(); if (delay < 0) { delay = delayTime; this.Shoot(trajectory); } else { delay -= Time.fixedDeltaTime; } }
void Start() { this.closestEnemy = this.findClosestEnemy(); this.closestEnemyLine = this.makeLine(Vector2.up, Color.red); this.aimLine = this.makeLine(Vector2.zero, Color.yellow); delay = delayTime; }
void TargetAquisition() { bool noTarget = true; GameObject[] enemies = GameObject.FindGameObjectsWithTag("Enemy"); foreach(GameObject tempEnemy in enemies) { var enemy = tempEnemy.GetComponent<EnemyBehaviour>(); float tempTargetDistance = Vector3.Distance(tempEnemy.transform.position, targetDirection + controller.GetPosition()); if( tempTargetDistance <= 4.0f && (tempTargetDistance <= targetDistance || targetDistance == null)) { if(targetEnemy != enemy && !enemy.IsDead()) { targetEnemy = enemy; enemy.SetTargeted(); targetDistance = tempTargetDistance; hasTarget = true; } noTarget = false; } else if(tempTargetDistance > 4.0f || tempTargetDistance > targetDistance || targetDistance == null) { enemy.SendMessage("SetUntargeted"); } } if(noTarget == true) { hasTarget = false; } if(hasTarget == false) { targetDistance = null; targetEnemy = null; } }
void Start () { GameObject playerObject = gameObject.transform.parent.gameObject; enemyBehaviour = playerObject.GetComponent<EnemyBehaviour>(); }
public void RemoveMobReference(EnemyBehaviour enemy) { currentEnemies.Remove(enemy); }
// Use this for initialization void Start () { behave = gameObject.transform.parent.gameObject.GetComponent<EnemyBehaviour>(); }
void Start() { if (gameObject.tag == "Police") { viewRange = 38; } myBehaviour = GetComponent<EnemyBehaviour>(); anglesLArm = LArm.GetComponent<SimpleCCD>(); anglesRArm = RArm.GetComponent<SimpleCCD>(); anglesLFoot = LFoot.GetComponent<SimpleCCD>(); anglesRFoot = RFoot.GetComponent<SimpleCCD>(); startX = transform.localPosition.x; myRigidbody2D = GetComponent<Rigidbody2D>(); animator = GetComponent<Animator>(); }
void initEnemyDoor(EnemyBehaviour enemy) { List<GameObject> doors = Toolbox.getItemInLayer(10); int index = 0; Vector2 enemyPos = enemy.gameObject.transform.position; for (int i = 0; i < doors.Count; ++i) { Vector2 doorPos = doors[i].transform.position; Vector2 minDoorPos = doors[index].transform.position; float distPlayerMinDoor = Vector2.Distance(enemyPos, minDoorPos); float distPlayerDoor = Vector2.Distance(enemyPos, doorPos); if (distPlayerDoor < distPlayerMinDoor) { index = i; } } enemy.m_door = doors[index]; }
/* -------------------------------------------- Pause during swapping ---------------------- */ void freeze() { m_isFrozen = true; m_enemyBehaviour = EnemyBehaviour.patrolling; // Freeze animation if (m_enemyAnimator) { m_enemyAnimator.SetBool("IsRunning", false); m_enemyAnimator.SetTrigger("Freeze"); } // Freeze navmesh // Note: Why do I need to verify this ? if(this != null && gameObject != null) { NavMeshAgent navigation = GetComponent<NavMeshAgent>(); if(navigation) { navigation.enabled = false; } } }
// Note: Necessary to include any physicaly related behavior in fixed update void FixedUpdate() { if(!m_isFrozen) { if(m_enemyBehaviour == EnemyBehaviour.patrolling) { if(m_sight.gameObjectsOnSight.Contains(GameManager.Instance.playerToy)) { m_enemyBehaviour = EnemyBehaviour.chasing; m_enemyAnimator.SetBool("IsRunning", true); m_enemyAudio.clip = ml_actionSounds["Running"]; m_enemyAudio.Play(); } else { transform.Rotate(0f,2f,0f); } } else { if(Vector3.Distance(transform.position, GameManager.Instance.playerToy.transform.position) < m_attackRange) { if(Time.time-m_attackTimer > m_attackSpeed) { m_attackTimer = 0f; m_enemyAnimator.SetTrigger("Attack"); GameManager.Instance.playerToy.SendMessage("malusPower"); } else { m_attackTimer+= Time.deltaTime; } } else { transform.LookAt(GameManager.Instance.vrHeadNode.transform.position); // Offset because of character wrong orientation // TODO: might need a cleaner modification of the mesh/prefab transform.Rotate(new Vector3(0f,1f,0f), 90); // Special navmesh agent NavMeshAgent navigation = GetComponent<NavMeshAgent>(); if(navigation) { navigation.SetDestination(GameManager.Instance.vrHeadNode.transform.position); } } // The playerToy collider is used to verify if enemies can see you if(!m_sight.gameObjectsOnSight.Contains(GameManager.Instance.playerToy)) { m_enemyBehaviour = EnemyBehaviour.patrolling; m_enemyAnimator.SetBool("IsRunning", false); m_enemyAudio.Pause(); } } } }
public void AddMobReference(EnemyBehaviour enemy) { currentEnemies.Add(enemy); enemy.SetProperties(this); }
void spawn(EnemyBehaviour enemy) { float x = Random.Range(leftBoundry.position.x, rightBoundry.position.x); float z = Random.Range(lowerBoundry.position.z, upperBoundry.position.z); spawnMob(enemy, x, z); }
void Start() { this.closestEnemy = this.findClosestEnemy(); delay = stats.delayTime; }
void Awake() { me = GetComponent<EnemyBehaviour>(); }