// Use this for initialization
    void Start()
    {
        enemyParent         = GetComponent <EnemyParent>();
        enemyEffectsManager = GameObject.Find("EnemyEffectsManager").GetComponent <EnemyEffectsManager>();

        enemyMovement = GetComponent <EnemyMovement>();

        enemyAttackTimer = (1 / enemyBulletFireRate) + Random.Range(-.05f, .05f);

        enemyBulletFireRate += enemyEffectsManager.addEnemyFireRate;
        enemyBulletAccuracy += enemyEffectsManager.addEnemyAccuracy;
        if (enemyBulletAccuracy >= 1)
        {
            enemyBulletAccuracy = 1;
        }
    }
Example #2
0
        private void Awake()
        {
            _nav     = GetComponent <NavMeshAgent>();
            _anim    = GetComponent <Animator>();
            _states  = GetComponent <PAIStateMachine>();
            _effects = GetComponent <EnemyEffectsManager>();
            _col     = GetComponent <BoxCollider>();
            _rbs     = hips.GetComponentsInChildren <Rigidbody>();

            SetRigidbodiesState(_rbs, true);

            Random.State s = Random.state;
            for (int i = 0; i < _fleshFlyDirections.Length; i++)
            {
                Random.InitState(i * 10);
                _fleshFlyDirections[i] = Random.insideUnitSphere;
            }
            Random.state = s;
        }
    void Start()
    {
        //Define player variables for enemy prefab
        playerController    = GameObject.Find("PlayerController").GetComponent <Player>();
        player              = GameObject.FindGameObjectWithTag("Player");
        gameManager         = GameObject.Find("GameManager").GetComponent <GameManager>();
        enemySpawnManager   = GameObject.Find("EnemySpawnManager").GetComponent <EnemySpawnManager>();
        enemyEffectsManager = GameObject.Find("EnemyEffectsManager").GetComponent <EnemyEffectsManager>();

        //rendHitbody = hitbodyProjection.GetComponent<Renderer>();


        rb = GetComponent <Rigidbody>();

        if (!isRedemptionDrone)
        {
            explosionTextObj.GetComponent <EarnedBulletText>().bulletNumber = enemyGiveBullets;
        }

        enemyHealth += enemyEffectsManager.addEnemyHealth;

        //explosionSoundPitchOriginal = explosionSound.pitch;
        //enemyHitSoundPitchOriginal = enemyHitSound.pitch;

        /*if (!isRedemptionDrone)
         * {
         *  foreach(TextMeshPro text in explosionText)
         *  {
         *      text.text = "+ " + enemyGiveBullets.ToString();
         *
         *  }
         * }*/

        // Sets all the mesh renderers stored safely in another array
        meshRendererOriginals = new Material[meshToChangeOnFlash.Length];
        for (int i = 0; i < meshToChangeOnFlash.Length; i++)
        {
            meshRendererOriginals[i] = meshToChangeOnFlash[i].GetComponent <Renderer>().material;
        }

        //enemyHealth -= (enemyHealth * playerController.enemyNegativeHealthMultiplier);
    }
    private void Start()
    {
        rb                  = GetComponent <Rigidbody>();
        gameManager         = GameObject.Find("GameManager").GetComponent <GameManager>();
        enemyEffectsManager = GameObject.Find("EnemyEffectsManager").GetComponent <EnemyEffectsManager>();
        //print(rb.velocity);
        //print(transform.rotation);
        transformStart = transform.position;
        damage        += enemyEffectsManager.addEnemyDamage;

        //bulletFiredSound.pitch += Random.Range(-.05f, .05f);
        //bulletNormalSound.pitch += Random.Range(-.05f, .05f);

        //bulletFiredSound.Play();
        //bulletNormalSound.Play();



        //Finds enemy that fired bullet
        //enemyParent =

        //Vector3 diff =
    }
    //public GameObject highlightCube;


    // Use this for initialization
    void Start()
    {
        gameManager         = GameObject.Find("GameManager").GetComponent <GameManager>();
        enemyEffectsManager = GameObject.Find("EnemyEffectsManager").GetComponent <EnemyEffectsManager>();
        triangleScale       = new bool[triangleOutline.Length];
    }