Inheritance: MonoBehaviour
Example #1
0
    void Die()
    {
        Destroy(this.gameObject);
        EnemyTargeting enemyTargeting = GetComponent <EnemyTargeting>();

        enemyTargeting.RemoveTarget(transform);
    }
Example #2
0
    //EnemyTargeting eTgt;
    // Use this for initialization
    void Start()
    {
        int TimeElapsed = Mathf.FloorToInt(300 - GameManager.GameTimer);

        eTgt = GetComponent <EnemyTargeting>();
        if (TimeElapsed < 60)
        {
            Health      = BaseHealth;
            powerUpRate = BasePowerUpRate * 1;
        }
        else if (TimeElapsed < 120)
        {
            Health      = BaseHealth * 2;
            powerUpRate = BasePowerUpRate * 2;
        }
        else if (TimeElapsed < 180)
        {
            Health      = BaseHealth * 4;
            powerUpRate = BasePowerUpRate * 3;
        }
        else if (TimeElapsed < 240)
        {
            Health      = BaseHealth * 8;
            powerUpRate = BasePowerUpRate * 4;
        }
    }
Example #3
0
 // Use this for initialization
 void Start()
 {
     enableTargetingScript = GetComponent<EnemyTargeting> ();
     enableShootingScript = GetComponent<EnemyFire> ();
     _currentPlayerLocation = GameObject.FindGameObjectWithTag("Player").transform.position;
     this._Reset ();
 }
    // Start is called before the first frame update
    void Start()
    {
        enemyTargeting  = GetComponentInParent <EnemyTargeting>();
        enemyController = GetComponentInParent <EnemyController>();

        startPosCannonBarrel = cannonBarrel.localPosition;
        startPosCannonSphere = cannonSphere.localPosition;
    }
Example #5
0
	void Start() {
		mainCam = Camera.main;
		targetTracker = gameObject.GetComponentInChildren<EnemyTargeting> ();
        weapon = gameObject.GetComponentInChildren<Weapon>();
        intentHandler = new IntentHandler();
        currentState = State.Passive;
        potentialState = State.Passive;
	}
 public Skill(int id, string name, string description, SkillUnlockType unlockType, Paradigm requiredParadigm, int powerCost, float chargeTime, float attackRating,
              float defenseRating, int abilityAggro, EnemyTargeting enemyTargeting, StatusEffect enemyStatusEffect, float enemyStatusEffectDuration, PartyTargeting partyTargeting,
              StatusEffect partyStatusEffect, float partyStatusEffectDuration)
 {
     this.id                        = id;
     this.name                      = name;
     this.description               = description;
     this.unlockType                = unlockType;
     this.requiredParadigm          = requiredParadigm;
     this.powerCost                 = powerCost;
     this.chargeTime                = chargeTime;
     this.attackRating              = attackRating;
     this.defenseRating             = defenseRating;
     this.abilityAggro              = abilityAggro;
     this.enemyTargeting            = enemyTargeting;
     this.enemyStatusEffect         = enemyStatusEffect;
     this.enemyStatusEffectDuration = enemyStatusEffectDuration;
     this.partyTargeting            = partyTargeting;
     this.partyStatusEffect         = partyStatusEffect;
     this.partyStatusEffectDuration = partyStatusEffectDuration;
     //icon = Resources.Load<Sprite>("Skill Icons/" + name);
 }
Example #7
0
    public void Spawn()
    {
        gameObject.SetActive(true);
        transform.SetParent(null); // Go to root

        EnemyPathfindingMovement enemyPathfindingMovement = GetComponent <EnemyPathfindingMovement>();
        EnemyTargeting           enemyTargeting           = GetComponent <EnemyTargeting>();

        if (enemyPathfindingMovement != null)
        {
            enemyPathfindingMovement.enabled = false;
        }
        if (enemyTargeting != null)
        {
            enemyTargeting.enabled = false;
        }

        FunctionTimer.Create(() => {
            if (enemyPathfindingMovement != null)
            {
                enemyPathfindingMovement.enabled = true;
            }
            if (enemyTargeting != null)
            {
                enemyTargeting.enabled = true;
            }
        }, 1.5f);

        DissolveAnimate dissolveAnimate = GetComponent <DissolveAnimate>();

        if (dissolveAnimate != null)
        {
            float dissolveTime = 2f;
            dissolveAnimate.StartDissolve(1f, -1f / dissolveTime);
        }
    }
Example #8
0
 private void Awake()
 {
     rb2d      = GetComponent <Rigidbody2D>();
     targeting = GetComponent <EnemyTargeting>();
 }
Example #9
0
    // Use this for initialization
    void Start()
    {
        //	this._audioSources = gameObject.GetComponents<AudioSource> ();
        //	this._deathSound = this._audioSources [1];
        //	this._hitSound = this._audioSources [2];
        enableTargetingScript = GetComponent<EnemyTargeting> ();
        enableShootingScript = GetComponent<EnemyFire> ();
        droppings = GetComponent<LootDrop> ();
        //_currentPlayerLocation = GameObject.FindGameObjectWithTag("Player").transform.position;
        this._Reset ();

        /////////////////////////////////
        /// Stats Script
        diffuclty = 0;
        speed = 5;
        //player = GameObject.Find ("player");
        //this.playerStats = player.GetComponent<PlayerStats>();
        //otherDamage = playerStats.bulletDamage;
        maxHealth = 100;
        currentHealth = maxHealth;
        armour = 0;
        maxShield = 0;
        currentShield = maxShield;
        otherDamage = 50;
        damage =  10;
    }
Example #10
0
 // Use this for initialization
 void Start()
 {
     eTgt = GetComponent <EnemyTargeting>();
 }
Example #11
0
 private void Awake()
 {
     targeting = GetComponentInParent <EnemyTargeting>();
 }
 void Start()
 {
     startingRotation = transform.localRotation;
     enemyController  = GetComponentInParent <EnemyController>();
     enemy            = GetComponentInParent <EnemyTargeting>();
 }