Example #1
0
    protected override JobHandle OnUpdate(JobHandle inputDeps)
    {
        EntityCommandBuffer entityCommandBuffer = endSimulationEntityCommandBufferSystem.CreateCommandBuffer();

        JobHandle jobHandle = new EnemyTrigger {
            tagPlayerComponentDataFromEntity = GetComponentDataFromEntity <Tag_Player>(),
            tagEnemyComponentDataFromEntity  = GetComponentDataFromEntity <RacingEnemy>(),
            tagWallComponentDataFromEntity   = GetComponentDataFromEntity <Tag_Wall>(),
            entityCommandBuffer = entityCommandBuffer,
        }.Schedule(stepPhysicsWorld.Simulation, ref buildPhysicsWorld.PhysicsWorld, inputDeps);

        endSimulationEntityCommandBufferSystem.AddJobHandleForProducer(jobHandle);


        /*I just noticed I had a system where I was using a command buffer to add a component inside a job and I forgot to call AddJobHandleForProducer(); but everything still worked correctly.
         * Is that call no longer needed? Or did I just get lucky with the order of the Systems? Does it depend on which buffer system I'm using, in this case EndSimulationEntityCommandBufferSystem?
         * */

        /*
         * Entities.WithAll<Tag_GameOver>().ForEach((Entity entity) => {
         *  UnityEngine.Debug.Log("Game Over!");
         * }).Run();
         * //*/

        return(jobHandle);
    }
Example #2
0
 void Start()
 {
     iniSpeed = speed;
     rb       = GetComponent <Rigidbody2D>();
     GetPlayerTransform();
     trigger = GetComponentInChildren <EnemyTrigger>();
 }
Example #3
0
 private void Reset()
 {
     PatrolSpeed  = 4f;
     PatrolTime   = 2f;
     PatrolOffset = 0f;
     MovingRight  = true;
     AgroRange    = 10f;
     AgroSpeed    = 5f;
     OnAgroClip   = null;
     OnDeathClip  = null;
     UseTrigger   = false;
     SpawnTrigger = null;
 }
Example #4
0
    private void EnableEnemy(GameObject enemy)
    {
        EnemyTrigger eT = enemy.GetComponentInChildren <EnemyTrigger>();

        eT.active = true;

        Collider2D[] enemyColliders = enemy.GetComponentsInChildren <Collider2D>();
        for (int i = 0; i < enemyColliders.Length; i++)
        {
            enemyColliders[i].enabled = true;
        }

        NeedleAI n = enemy.GetComponent <NeedleAI>();
        WaspAI   w = enemy.GetComponent <WaspAI>();
        BatAI    b = enemy.GetComponent <BatAI>();
        MoleAI   m = enemy.GetComponent <MoleAI>();
        SlugAI   s = enemy.GetComponent <SlugAI>();

        if (n != null)
        {
            n.enabled = true;
        }
        else if (w != null)
        {
            w.enabled = true;
        }
        else if (b != null)
        {
            b.enabled = true;
        }
        else if (m != null)
        {
            m.enabled = true;
        }
        else if (s != null)
        {
            s.enabled = true;
        }
        else
        {
            Debug.LogWarning(enemy + " is no enemy");
        }
    }
Example #5
0
 void FixedUpdate()
 {
     EnemyTrigger.EnemyAggro();
 }
Example #6
0
 private void Start()
 {
     trigger = gameObject.GetComponentInChildren <EnemyTrigger>();
 }
Example #7
0
 public void AddTrigger(EnemyTrigger trigger)
 {
     allTriggers.Add(trigger);
 }
Example #8
0
 public void Init(EnemyTrigger trigger)
 {
     this.enemyTrigger = trigger;
 }