Example #1
0
    public void randomEnemySpawn()
    {
        int        randX, randY, randEnemy;
        GameObject enemy;

        do
        {
            randX = Random.Range(3, tileMap.GetLength(1) - 3);
            randY = Random.Range(3, tileMap.GetLength(0) - 3);
            do // assuming bomb is in slot 1. Dirty quick fix. Limits number of bomb spawn count to 10. Else chain reaction and game crashes.
            {
                randEnemy = Random.Range(0, enemies.Length);
            } while (randEnemy == 1 && bombsSpawned > maxBombsPerWave);
        } while (!(tileMap[randY, randX] == 0 && tileMap[randY + 1, randX] == 1));

        if (randEnemy == 1)
        {
            bombsSpawned++;
        }
        enemy = enemies[randEnemy];

        float xTilePosition = (randX * width + mapTranslation.x);
        float yTilePosition = (((tileMap.GetLength(0) - randY) * height) + mapTranslation.y);

        if (enemy.transform.name.Equals("Golem"))
        {
            Instantiate(enemy, GolemAI.getSpawnLocation(randY, randX, tileMap.GetLength(0)), Quaternion.identity);
        }
        else
        {
            Instantiate(enemy, new Vector3(xTilePosition, yTilePosition, 0), Quaternion.identity);
        }
        enemyCount++;
    }
    public void randomEnemySpawn()
    {
        int        randX, randY, randEnemy;
        GameObject enemy;

        do
        {
            randX     = Random.Range(3, tileMap.GetLength(1) - 3);
            randY     = Random.Range(3, tileMap.GetLength(0) - 3);
            randEnemy = Random.Range(0, enemies.Length);
        } while (!(tileMap[randY, randX] == 0 && tileMap[randY + 1, randX] == 1));

        enemy = enemies [randEnemy];

        float xTilePosition = (randX * width + mapTranslation.x);
        float yTilePosition = (((tileMap.GetLength(0) - randY) * height) + mapTranslation.y);

        if (enemy.transform.name.Equals("Golem"))
        {
            Instantiate(enemy, GolemAI.getSpawnLocation(randY, randX, tileMap.GetLength(0)), Quaternion.identity);
        }
        else
        {
            Instantiate(enemy, new Vector3(xTilePosition, yTilePosition, 0), Quaternion.identity);
        }
        enemyCount++;
    }
Example #3
0
 public BerserkNode(AI reference, GroundSpikesNode groundSpike, GroundSlamNode groundSlam, RockThrowNode rockThrow, float beserkHealthPercent) : base(reference)
 {
     m_SpikeNode        = groundSpike;
     m_SlamNode         = groundSlam;
     m_RockThrowNode    = rockThrow;
     m_BeserkPercentage = beserkHealthPercent;
     m_GolemAI          = m_AIReference as GolemAI;
 }
Example #4
0
 public PunchNode(AI reference, float knockback, int damage, float attackRange, BoxCollider punchHitBox, FistCollider fist) : base(reference)
 {
     //Set up the values
     m_Knockback            = knockback;
     m_Damage               = damage;
     m_PunchHitBox          = punchHitBox;
     m_AttackRange          = attackRange;
     m_Fist                 = fist;
     m_Fist.Damage          = damage;
     m_Fist.ElementalDamage = m_AIReference.ElementalDamage.ToArray();
     m_GolemAI              = m_AIReference as GolemAI;
 }
 // OnStateEnter is called when a transition starts and the state machine starts to evaluate this state
 override public void OnStateEnter(Animator animator, AnimatorStateInfo stateInfo, int layerIndex)
 {
     ai = animator.gameObject.GetComponent <GolemAI>();
     ai.beginTeleportingOut();
 }
Example #6
0
    // OnStateEnter is called when a transition starts and the state machine starts to evaluate this state
    //override public void OnStateEnter(Animator animator, AnimatorStateInfo stateInfo, int layerIndex) {
    //
    //}

    // OnStateUpdate is called on each Update frame between OnStateEnter and OnStateExit callbacks
    //override public void OnStateUpdate(Animator animator, AnimatorStateInfo stateInfo, int layerIndex) {
    //
    //}

    // OnStateExit is called when a transition ends and the state machine finishes evaluating this state
    override public void OnStateExit(Animator animator, AnimatorStateInfo stateInfo, int layerIndex)
    {
        ai = animator.gameObject.GetComponent <GolemAI>();
        ai.destroyObject();
    }