void OnTriggerExit(Collider touch) { if (touch.tag == "ennemy" && touch.gameObject != this.gameObject) { ennemy_script = (Ennemy)touch.gameObject.GetComponent(typeof(Ennemy)); ennemy_script.nav_ennemy.speed -= boost_speed; Debug.Log("FIN DE LA COLLISION"); } }
void OnTriggerEnter(Collider touch) { if (touch.tag == "ennemy" && touch.gameObject != this.gameObject) { ennemy_script = (Ennemy)touch.gameObject.GetComponent(typeof(Ennemy)); ennemy_script.nav_ennemy.speed += boost_speed; Debug.Log("COllision avec Boostaure"); } }
void OnTriggerEnter(Collider other) { Ennemy ennemy = other.gameObject.GetComponent <Ennemy>(); if (ennemy != null) { action(); } }
void Damage(Transform enemy) { Ennemy e = enemy.GetComponent <Ennemy>(); if (e != null) { e.TakeDamage(damage); } }
//Applique un effet de degats critique a un objet de degat public void ApplyCriticalEffect(WeaponDamageDealer weaponDamageDealer, Ennemy ennemy) { float probability = Random.Range(0.0f, 1.0f); if (probability < GameBalance.Temple.critProbability) { weaponDamageDealer.Damages *= 2; criticDamagesDisplay.Play("BaseTempleCriticalDamageDisplay"); } }
private void OnTriggerEnter2D(Collider2D collision) { p.setTriggerGround(true); if (collision.gameObject.name == "ennemy_Body") { Ennemy enm = collision.gameObject.GetComponentInParent <Ennemy>(); enm.getStomped(); } }
private void Awake() { cone = transform.parent.gameObject.GetComponent <ConicalColliderTransform>(); ennemy = transform.parent.parent.parent.parent.gameObject.GetComponent <Ennemy>(); if (ennemy == null) { Debug.LogError("ERROR : no ennemy in Detect Light"); } }
private void OnTriggerEnter2D(Collider2D collision) { Ennemy ennemy = collision.GetComponent <Ennemy>(); if (ennemy != null) { ennemy.TakeDamage(damage); } Destroy(gameObject); }
void Damage(Transform ennemy) { Ennemy e = ennemy.GetComponent <Ennemy>(); if (e != null) { e.TakeDamage(damage, typeOfDamage); } Destroy(gameObject); }
//Retire un ennemi des ennemis en vie public void RemoveEnnemy(Ennemy ennemy) { ennemiesAlive.Remove(ennemy); //On le retire de la vague //On verifie si la vague est terminee if (spawnFinished && ennemiesAlive.Count == 0) { WavesManager._Instance.EndWave(waveIndex); } }
public bool UseStone(int c, Ennemy cible, Player player) { switch (c) { case 1: if (stoneInventory["Gemme de Soin"] > 0) { if (lifePoints == maxLifePoints) { Console.WriteLine("Vos points de vie sont déjà au maximum !"); return(false); } else { Heal h = new Heal(); h.Use(this); return(true); } } else { Console.WriteLine("Vous n'avez plus de gemme de soin"); return(false); } case 2: if (stoneInventory["Gemme de Dégâts"] > 0) { Attack a = new Attack(); a.Use(cible, player); return(true); } else { Console.WriteLine("Vous n'avez plus de gemme de dégâts"); return(false); } case 3: if (stoneInventory["Gemme d'Amélioration"] > 0) { Booster b = new Booster(); b.Use(this); return(true); } else { Console.WriteLine("Vous n'avez plus de gemme d'amélioration"); return(false); } default: return(false); } }
public void addToSpawner(Ennemy ennemy) { if (ennemy.orientation == "Right") { ennemyManager.ennemiesReachedRightDestroyer++; } else { ennemyManager.ennemiesReachedLeftDestroyer++; } }
public void OnEnnemyReachTown(Ennemy ennemy) { if (!isMenu) { TownLife -= ennemy.Damage; Infos(); } CurrentEnnemies.Remove(ennemy); Destroy(ennemy.gameObject); CheckIfEnd(); }
public bool isEnnemyAlive(Ennemy ennemy) { foreach (Ennemy en in CurrentEnnemies) { if (en == ennemy) { return(true); } } return(false); }
public void OnEnnemyDied(Ennemy ennemy) { if (!isMenu) { ChangeGold(ennemy.Gold); } CurrentEnnemies.Remove(ennemy); Destroy(ennemy.gameObject); CheckIfEnd(); }
public ArrivalBehavior(Ennemy ennemy) : base(ennemy.gameObject) { passiveMoveSpeed = ennemy.passiveMoveSpeed; arrivalSpeed = ennemy.arrivalSpeed; actualSpeed = arrivalSpeed; reactor = ennemy.reactor; aIPath = ennemy.aIPath; destinationSetter = ennemy.destinationSetter; arrivalPosition = ennemy.GetComponent <StandardEnnemy>().waypoints[0]; }
public void EntityDie(WorldEntities _entity) { if (_entity.isCitizen) { Citizen cit = (Citizen)_entity; citizens.Remove(cit); } else { Ennemy ene = (Ennemy)_entity; ennemys.Remove(ene); } }
void OnTriggerEnter(Collider other) { Ennemy ennemy = other.gameObject.GetComponent <Ennemy>(); if (ennemy != null) { GameObject.Destroy(ennemy.gameObject); if (--charge <= 0) { GameObject.Destroy(gameObject); } } }
void SpawnEnnemy(Transform prefab, int BoardNum) { Transform enemyObj = Instantiate(prefab, Boards.boards[BoardNum].Find("Level").Find("spawnPoint").position, Boards.boards[BoardNum].Find("Level").Find("spawnPoint").rotation); enemyObj.transform.parent = Boards.boards[BoardNum].Find("Enemies"); Ennemy enemy = enemyObj.GetComponent <Ennemy>(); enemy.properties.boardID = BoardNum; enemyObj.GetComponent <Renderer>().enabled = false; GameMaster.boardGraphics.addRenderer(enemyObj.GetComponent <Renderer>(), enemy.properties.boardID); nbEnemiesAlive++; }
public virtual void CheckTarget(Animation animation, GameTime gameTime) { //On cherche une cible if (Target == null) { foreach (var e in Scene.GetEnnemies()) { bool min = false; bool max = false; if (RangeMin != 0) { min = PointInCircle(e.X, e.Y, X, Y, RangeMin); } if (!min) { max = PointInCircle(e.X, e.Y, X, Y, RangeMax); if (max) { Target = e; _fire.Reset(); break; } } } } else { bool min = false; bool max = false; if (RangeMin != 0) { min = PointInCircle(Target.X, Target.Y, X, Y, RangeMin); } if (!min) { max = PointInCircle(Target.X, Target.Y, X, Y, RangeMax); if (!max) { Target = null; } } else { Target = null; } } }
private void Collision(Bullet bullet, Ennemy ennemy) { if (ennemy.Life.IsAlive) { var vecteur = ennemy.Location.Position - bullet.Location.Position; var norme = Math.Sqrt(Math.Pow(vecteur.X, 2) + Math.Pow(vecteur.Y, 2)); if (norme < 15) { ennemy.Life.TakeDamage(bullet.Weapon.Damage); bullet.InstantDeath(); } } }
public void attack_normal() { //On établi l'accès entre ce script et celui du GameObject cible cible_script = (Ennemy)cible.GetComponent(typeof(Ennemy)); ParticleSystem PE_Hit = Instantiate(particule_Hit) as ParticleSystem; PE_Hit.transform.position = transform.position; //On applique les dégâts à la cible SetDamage(); //Le tir se détruit à l'impact Destroy(this.gameObject); }
private void OnTriggerEnter(Collider aCol) { Ennemy bigboy = aCol.gameObject.GetComponent <Ennemy>(); if (bigboy != null) { bigboy.ReceiveDamage(50); DestroyBeam(); } else { DestroyBeam(); } }
public override void action() { RaycastHit[] hits = Physics.SphereCastAll(transform.position, radius, transform.forward, 0); foreach (RaycastHit hit in hits) { Ennemy enn = hit.transform.gameObject.GetComponent <Ennemy>(); if (enn != null) { GameObject.Destroy(enn.gameObject); } } GameObject.Destroy(gameObject); }
void OnTriggerEnter(Collider other) { if (other.gameObject.tag == "ennemy") { Ennemy ennemy_touch = other.GetComponent <Ennemy>(); ennemy_touch.objectif_artefact = true; Artefact_Script.instance.hold = true; holder = other.gameObject; } if (other.gameObject.tag == "Start") { Application.LoadLevel("Menu_GameOver"); } }
void OnCollisionEnter2D(Collision2D collision) { if (collision.gameObject.tag == "Enemy") { Ennemy ennemy = collision.gameObject.GetComponent <Ennemy>(); if (ennemy != null) { int force = GetComponentInParent <Sword>().knockback; Vector2 dir = (-1 * ennemy.transform.position).normalized; ennemy.DamageEnnemy(GetComponentInParent <Sword>().damage); ennemy.GetComponent <Rigidbody2D>().AddForce(dir * force); } } }
//calculate how to upgrade stats private static void calculateCharacteristics(GameObject instZombie, float points, int[] props) { Ennemy zombieScript = instZombie.GetComponent <Ennemy>(); NavMeshAgent agent = instZombie.GetComponent <NavMeshAgent>(); agent.speed = _speed + _speedAdder * props[0] * points; agent.acceleration = _accel + _accelAdder * props[0] * points; agent.stoppingDistance = _stopDist + _stopDistAdder * props[1] * points; zombieScript.transform.localScale = Vector3.one * (_scale + _scaleAdder * props[1] * points); zombieScript.setMaxHP(_hp + _hpAdder * props[1] * points); zombieScript.damagePerHit = _dmgPerHit + _dmgPerHitAdder * props[2] * points; zombieScript.attackDelay = _attackdelay + _attackdelayAdder * props[2] * points; }
private void OnCollisionEnter2D(Collision2D collision) { Ennemy unEnnemi = collision.gameObject.GetComponent <Ennemy>(); if (unEnnemi) { unEnnemi.rb.isKinematic = true; unEnnemi.vie -= DEGATS_BASE_FLECHES * NIVEAU_DU_JOUEUR; unEnnemi.rb.isKinematic = false; } GameObject effetG = Instantiate(effet, transform.position, Quaternion.identity); Destroy(gameObject); Destroy(effetG, 1f); }
private void dealDamages(Ennemy ennemyGO) { if (ennemyGO != null) { switch (damageType) { case DamageType.Ion: if (ennemyGO.shieldPoints > 0) { float finalDamage = damage * 2; ennemyGO.TakingDamage(finalDamage); } else { ennemyGO.TakingDamage(damage); } break; case DamageType.Kinetic: if (ennemyGO.shieldPoints > 0) { float finalDamage = damage * 0.4f; ennemyGO.TakingDamage(finalDamage); } else { ennemyGO.TakingDamage(damage); } break; case DamageType.Laser: if (ennemyGO.shieldPoints > 0) { float finalDamage = damage * 0.6f; ennemyGO.TakingDamage(finalDamage); } else { ennemyGO.TakingDamage(damage); } break; case DamageType.Explosive: ennemyGO.TakingDamage(damage); break; } } }
private void OnTriggerEnter(Collider other) { if (other.GetComponentInParent <Ennemy>() != null) { Ennemy ennemy = other.GetComponentInParent <Ennemy>(); ennemy.TakeDamage(damage); } if (other.tag == "reachplayer") { Destroy(this.gameObject); } else { Die(); } }
void Awake() { this._body = this.GetComponentInChildren<Ennemy>(); this._rigidBody = this.GetComponentInParent<Rigidbody2D>(); }
IEnumerator Spawn() { if (spawnWithoutWaiting) { int wave = numberByWave; while (wave > 0 && numberToSpawn>0) { wave--; yield return new WaitForSeconds(waitBetweenSpawn); numberToSpawn--; current = ((GameObject)Instantiate(prefabEnnemy, trsm.position, prefabEnnemy.transform.rotation)).GetComponent<Ennemy>(); current.gameObject.transform.parent = this.transform; Init(); } StartCoroutine(nextWave()); } else { yield return new WaitForSeconds(waitBetweenSpawn); numberToSpawn--; current = ((GameObject)Instantiate(prefabEnnemy, trsm.position, prefabEnnemy.transform.rotation)).GetComponent<Ennemy>(); current.gameObject.transform.parent = this.transform; Init(); } }
public void Attack(Hero hero, Ennemy ennemy) { }
public void attack(Weapon curWeapon, Ennemy enemies) { enemies.takingDamage (curWeapon.Damage); }