// Use this for initialization void Start() { gameManager = GameObject.FindGameObjectWithTag("gameManager"); enemyCreator = gameManager.GetComponent <EnemyCreator>(); rb = GetComponent <Rigidbody2D>(); StartCoroutine("Action"); }
void Start() { //this will find the Player object initialPos = player.rbody.transform.position; //sets the initial position of the player when the scene starts enemyCreator = GameObject.Find("EnemyManager").GetComponent <EnemyCreator>(); }
private void buildFinalBossWave(EnemyWave newWave, ContentManager _content) { _creator = new ConcreteFinalBossCreator(); Vector2 pos = new Vector2(300, 50); newWave.addEnemy(_creator.CreateEnemy(pos, Vector2.One, _content, new EnemyMovements())); }
protected override void ProcessOneEntity(int entityId, float deltaTime) { // gather data for selection var enemySpawner = GameState.GameData.EnemySpawner[entityId]; // selection if (enemySpawner == null) { return; } // process data var es = enemySpawner.Value; var onCooldown = es.SpawnOnCooldown; if (onCooldown) { es.SpawnCooldownTime -= deltaTime; es.SpawnCooldownTime = MathHelper.Clamp(es.SpawnCooldownTime, 0.0f, _cooldownTime); } else { // spawn enemy var spawnPosition = new Vector2(RandomGenerator.Instance.GetRandomFloat(0, DeviceManager.Instance.ScreenWidth), -_distanceAboveScreenToSpawn); float velocity = RandomGenerator.Instance.GetRandomFloat(_minimumEnemyVelocity, _maximumEnemyVelocity); EnemyCreator.Create(spawnPosition, new Vector2(0.0f, velocity), GameState); // put on cooldown es.SpawnCooldownTime = _cooldownTime; } // update data GameState.GameData.EnemySpawner[entityId] = es; }
void Start() { PLAYER = GameObject.Find("Hero"); ARMY = GameObject.Find("FellowHeroes"); oc = GetComponentInChildren<ObstacleCreator>(); ec = GetComponentInChildren<EnemyCreator>(); bc = GetComponentInChildren<BoulderCreator>(); timer = DifficultyIncreaseTimer; LEVEL_LENGTH_Z = LevelCreator.LengthConverter(LevelCreator.LEVEL_LENGTH) * 64 - 32; if (LevelCreator.INF_MODE) { SOLDIER_RATIO = 1; ec.RecalcTimer(); CATAPULT_RATIO = 1; bc.RecalcTimer(); OBSTACLE_RATIO = 1; oc.RecalcTimer(); GUIScript.DIFFICULTY_INCREASE = 1; GUIScript.MAX_TIMER = DifficultyIncreaseTimer; GUIScript.INF_TIMER = 0; } }
private EnemyCreator enemy_creator = null; // 방해 캐릭터 크리에이터. // ================================================================ // // MonoBehaviour에서 상속. void Start() { this.player = GameObject.FindGameObjectWithTag("Player").GetComponent <PlayerControl>(); // this.last_block.is_created = false; this.level_control = new LevelControl(); this.level_control.initialize(); this.level_control.loadLevelData(this.level_data_text); this.player.level_control = this.level_control; // this.game_root = this.gameObject.GetComponent <GameRoot>(); this.block_creator = this.gameObject.GetComponent <BlockCreator>(); this.coin_creator = this.gameObject.GetComponent <CoinCreator>(); this.enemy_creator = this.gameObject.GetComponent <EnemyCreator>(); this.block_creator.map_creator = this; this.coin_creator.map_creator = this; this.enemy_creator.map_creator = this; // this.create_floor_block(); }
private void OnTriggerEnter2D(Collider2D collider) { if (!isVisited && collider.tag == "Player") { ErrorActivator errorActivator; collider.gameObject.TryGetComponent <ErrorActivator>(out errorActivator); if (errorActivator != null) { errorActivator.FixAll(); isVisited = true; SpriteRenderer renderer = GetComponent <SpriteRenderer>(); unvisitedSprite.enabled = false; visitedSprite.enabled = true; repairSound.Play(); EnemyCreator enemyCreator = enemyManager.GetComponent <EnemyCreator>(); enemyCreator.enemyDelayMin -= 0.2f; enemyCreator.enemyDelayMax -= 0.2f; if (enemyCreator.enemyDelayMin <= 0) { enemyCreator.enemyDelayMin = 0; } if (enemyCreator.enemyDelayMax <= 0) { enemyCreator.enemyDelayMax = 0; } enemyCreator.Enemies[0].spawnProbability -= 0.05f; enemyCreator.Enemies[1].spawnProbability += 0.05f; StartCoroutine(AddPlanetText()); } } }
void Start() { Singleton = this; winMenu.SetActive(false); StartCoroutine(CreateWave(enemyWaveModels[waveIndex])); }
// Adds each enemy to the enemy list, implementing Factory Pattern void AddEnemy(EnemyCreator creator) { int randY = random.Next(100, 400); // height of viewport is 400 Enemy enemy = creator.AddEnemy(_content, randY); _enemies.Add(enemy); }
// Use this for initialization void Start() { target = GameObject.FindGameObjectWithTag("Player"); gameManager = GameObject.FindGameObjectWithTag("gameManager"); enemyCreator = gameManager.GetComponent <EnemyCreator>(); player = target.GetComponent <Player>(); StartCoroutine("Action"); }
void Start() { STOPPED = false; levelManager = this; levelStart = false; enemyCreator = GetComponent <EnemyCreator>(); enemyCreator.enabled = false; joystick.SetActive(false); }
public void SetPool(Pool pool) { paths = pool.GetGroup(Matcher.PathsModel); enemies = pool.GetGroup(Matcher.EnemiesModel); difficulty = pool.GetGroup(Matcher.DifficultyController); enemyCreator = new EnemyCreator(pool); bossCreator = new BossCreator(pool); weaponProvider = new WeaponProvider(); Random.seed = pool.count; }
void Start() { rbody = GetComponentInChildren <Rigidbody2D>(); currentHealth = maxHealth; anim = GetComponent <Animator>(); moveSound = GetComponent <AudioSource> (); moveSound.clip = footsteps[0]; heartManager = FindObjectOfType <HeartManager> ().GetComponent <HeartManager> (); enemyCreator = GameObject.Find("EnemyManager").GetComponent <EnemyCreator>(); //new }
private void buildGruntAWave2(EnemyWave newWave, ContentManager _content) { _creator = new ConcreteGruntACreator(); for (int j = 0; j < 4; j++) { EnemyMovements moves = new EnemyMovements(); for (int i = 0; i < 10; i++) { moves.addMovement(new MoveDown(3.0)); moves.addMovement(new MoveUp(3.0)); } Vector2 pos = new Vector2(j * 100, 0); Vector2 vel = new Vector2(-1, 1); newWave.addEnemy(_creator.CreateEnemy(pos, vel, _content, moves)); } }
private void buildGruntBWave1(EnemyWave newWave, ContentManager _content) { _creator = new ConcreteGruntBCreator(); int height = 50; for (int j = 1; j < 5; j++) { EnemyMovements moves = new EnemyMovements(); for (int i = 0; i < 10; i++) { moves.addMovement(new MoveLeft(6.0)); moves.addMovement(new MoveRight(6.0)); } Vector2 pos = new Vector2(800 - (j * 100), height); Vector2 vel = new Vector2(-1, 1); newWave.addEnemy(_creator.CreateEnemy(pos, vel, _content, moves)); height += 100; } }
private void buildGruntBWave2(EnemyWave newWave, ContentManager _content) { _creator = new ConcreteGruntBCreator(); int width = 350; for (int j = 1; j < 5; j++) { EnemyMovements moves = new EnemyMovements(); for (int i = 0; i < 10; i++) { moves.addMovement(new MoveUp(3.0)); moves.addMovement(new MoveDown(3.0)); } Vector2 pos = new Vector2(width, 300); Vector2 vel = new Vector2(-1, 1); newWave.addEnemy(_creator.CreateEnemy(pos, vel, _content, moves)); width += 100; } }
public override void OnInspectorGUI() { EnemyCreator enemy = (EnemyCreator)target; EditorGUILayout.LabelField("Create an enemy bot"); enemy.prefab = (GameObject)EditorGUILayout.ObjectField("Enemy Prefab", enemy.prefab, typeof(GameObject), true); enemy.position = (Vector3)EditorGUILayout.Vector3Field("Enemy Position", enemy.position); enemy.visionRadius = (float)EditorGUILayout.FloatField("Vision Collider Radius", enemy.visionRadius); enemy.speed = (float)EditorGUILayout.FloatField("Enemy Speed", enemy.speed); if (GUILayout.Button("Create Enemy")) { if (enemy.CreateEnemy()) { GUILayout.Box("Inimigo criado com sucesso!"); } else { GUILayout.Box("Falha ao criar!"); } } }
private void buildWaveFromFile(EnemyWave newWave, String filename, ContentManager _content) { waveObj JSON = JsonConvert.DeserializeObject <waveObj>(File.ReadAllText(dirpath + filename)); //'C:\Users\elifo\Desktop\MyStuff\School Projects\487sp19_bulletgame\content\BulletGame\wave5.json'.' for (int enemyIdx = 0; enemyIdx < JSON.enemies.Count; enemyIdx++) { if (JSON.enemies[enemyIdx].type == "GruntA") { _creator = new ConcreteGruntACreator(); } else if (JSON.enemies[enemyIdx].type == "GruntB") { _creator = new ConcreteGruntBCreator(); } else if (JSON.enemies[enemyIdx].type == "MidBoss") { _creator = new ConcreteMidBossCreator(); } else if (JSON.enemies[enemyIdx].type == "FinalBoss") { _creator = new ConcreteFinalBossCreator(); } EnemyMovements moves = new EnemyMovements(); MovementFactory movementFactory = new MovementFactory(); for (int rep = 0; rep < JSON.enemies[enemyIdx].movementRepetitions; rep++) { for (int moveIdx = 0; moveIdx < JSON.enemies[enemyIdx].movements.Count; moveIdx++) { moves.addMovement(movementFactory.makeMovement(JSON.enemies[enemyIdx].movements[moveIdx].type, JSON.enemies[enemyIdx].movements[moveIdx].duration)); } } Vector2 pos = new Vector2(JSON.enemies[enemyIdx].startPos[0], JSON.enemies[enemyIdx].startPos[1]); Vector2 vel = new Vector2(JSON.enemies[enemyIdx].startVel[0], JSON.enemies[enemyIdx].startVel[1]); newWave.addEnemy(_creator.CreateEnemy(pos, vel, _content, moves)); } }
private static void populateGameCharacters(__FloorPlan.__Room room, GridBoundList <GameCharacter> chars, Random rand, int dungeonLevel, int heroLevel) { switch (room.type) { case __FloorPlan.__Room.__RoomType.BOSS_ROOM: if (room.isFree(room.GetCenter())) { chars.Add(EnemyCreator.GetRandomBoss(dungeonLevel), room.GetCenter()); } break; case __FloorPlan.__Room.__RoomType.NOTHING_SPECIAL: foreach (var pos in room.GetCells()) { if (rand.NextDouble() > 0.98 && room.isFree(pos)) { chars.Add(EnemyCreator.GetRandomEnemy(1, dungeonLevel)[0], pos); } //lights.Add(new ColorEnvironment(new Color(rand.Next(100,256), rand.Next(100,256), rand.Next(100,256)), false), position); } break; case __FloorPlan.__Room.__RoomType.MOB_ROOM: Enemy[] enemies = EnemyCreator.GetRandomEnemy(rand.Next(2, 6), dungeonLevel); int dropped = 1; chars.Add(enemies[0], room.GetCenter()); foreach (var dir in Direction.Values) { if (dropped < enemies.Length && (room.isFree(room.GetCenter() + dir))) { chars.Add(enemies[dropped], room.GetCenter() + dir); dropped++; } } break; } }
private void updateEnemyInfo(AreaStatus curAS) { int enemyID = curAS.enemyID; if (enemyID < 0) { textEnemy.text = "无敌人"; textEstimated.text = ""; return; } if (!curAS.enemy_alive) { textEnemy.text = "敌人已被消灭"; textEstimated.text = ""; return; } Enemy enemy = new EnemyCreator().createByID(enemyID); textEnemy.text = enemy.name; Player player = GameController.Instance.CurrentPlayer; if (player) { FightResult efr = new Fight(new Fighter(player), enemy).estimatedResult(); if (efr.result == (int)WinOrLose.Win) { textEstimated.text = "预计损失血量" + efr.damage; return; } textEstimated.text = "不可战胜"; } }
// ================================================================ // // MonoBehaviour からの継承. void Start() { this.player = GameObject.FindGameObjectWithTag("Player").GetComponent<PlayerControl>(); // this.last_block.is_created = false; this.level_control = new LevelControl(); this.level_control.initialize(); this.level_control.loadLevelData(this.level_data_text); this.player.level_control = this.level_control; // this.game_root = this.gameObject.GetComponent<GameRoot>(); this.block_creator = this.gameObject.GetComponent<BlockCreator>(); this.coin_creator = this.gameObject.GetComponent<CoinCreator>(); this.enemy_creator = this.gameObject.GetComponent<EnemyCreator>(); this.block_creator.map_creator = this; this.coin_creator.map_creator = this; this.enemy_creator.map_creator = this; // this.create_floor_block(); }
void Awake() { marchingSoundManager = GetComponent <MarchingSoundManager>(); enemyCreator = GetComponent <EnemyCreator>(); }
/// <summary> /// Set enemy creator to be used. /// </summary> public void SetEnemyCreator(EnemyCreator enemyCreator) => EnemyCreator = enemyCreator;