// Use this for initialization void Start() { player = FindObjectOfType <KnightController> (); fireballCounter = delay; skeletonCounter = delaySkeleton; anim = GetComponent <Animator> (); }
void Awake() { sword = GetComponent <BoxCollider2D> (); anim = GetComponentInParent <Animator> (); knight = GetComponentInParent <KnightController> (); rogue = GameObject.Find("RoguePlayer"); }
// Called once initialized void Start() { GameObject k = GameObject.Find("Character"); KnightController knight = k.GetComponent <KnightController>(); facingRight = knight.Direction(); }
public void SetParent(PaddockController paddock) { Owner = null; State = DragonState.InPaddock; MoveToRandomPointInPaddock(); }
// Start is called before the first frame update void Start() { // gameObject.GetComponent<Renderer>().enabled = false; playerTransform = GameObject.Find("Player").GetComponent <Transform>(); pc = GameObject.Find("Player").GetComponent <KnightController>(); myAgent = GetComponent <NavMeshAgent>(); }
// Start is called before the first frame update void Start() { batEnemy = GameObject.Find("Enemy").GetComponent <GameObject>(); myAgent = GetComponent <NavMeshAgent>(); platformCol = GameObject.Find("SoulPlatform").GetComponent <Collider>(); platformMesh = GameObject.Find("SoulPlatform").GetComponent <MeshRenderer>(); playerTransform = GameObject.Find("Player").GetComponent <Transform>(); waypointLoc1 = GameObject.Find("Waypoint1").GetComponent <Transform>(); waypointLoc2 = GameObject.Find("Waypoint2").GetComponent <Transform>(); waypointLoc3 = GameObject.Find("Waypoint3").GetComponent <Transform>(); waypointLoc4 = GameObject.Find("Waypoint4").GetComponent <Transform>(); waypoint = GameObject.Find("Waypoint1").GetComponent <Collider>(); my_animator = GetComponent <Animator>(); // isRunning = true; transform.LookAt(waypointLoc1.position); changeDirection = false; die = GetComponent <Animator>(); my_animator.SetBool("isRunning", true); knight = GameObject.Find("Player").GetComponent <KnightController>(); runTrail = GameObject.Find("RunningTrail").GetComponent <ParticleSystem>(); deathEffect = GameObject.Find("DeathEffect").GetComponent <ParticleSystem>(); platformCol.isTrigger = true; platformMesh.enabled = false; my_animator.speed += 0.1f; enemyDefeated = GetComponent <AudioClip>(); thiefDefeated = GetComponent <AudioSource>(); //***Uncomment to test for sword collision**// //my_animator.SetBool("isRunning", false); }
// Use this for initialization void Start() { avatarRB = avatar.GetComponent <Rigidbody2D>(); avatarTransform = avatar.GetComponent <Transform>(); knightController = avatar.GetComponent <KnightController>(); magneticPointTransform = magneticPoint.GetComponent <Transform>(); }
//Length of time the Rogue has his blade out and can hit his attack private IEnumerator AttackLength(float attackTime) { //Attack with raycast Vector2 position = transform.position; position -= new Vector2(0, 0.25f); Vector2 direction = Vector2.right; if (facingRight) { direction = Vector2.right; } else if (!facingRight) { direction = Vector2.left; } float distance = 0.4f; RaycastHit2D hit = Physics2D.Raycast(position, direction, distance, Enemy); SoundManagerScript.PlaySound("Rogue Attack"); if (hit.collider != null) { KnightController knightHit = knight.GetComponent <KnightController> (); knightHit.TakeDamage(); } yield return(new WaitForSeconds(attackTime)); canAttack = true; canDash = true; }
// Start is called before the first frame update void Start() { knight = GetComponentInParent <KnightController>(); cooldown = GetComponent <Image>(); cooldown.fillAmount = 1; onCooldown = false; cooldown.transform.position = new Vector3(Screen.width - (Screen.width - 50 * number), Screen.height - (Screen.height - 50)); GetComponentInChildren <TMPro.TextMeshProUGUI>().text = number.ToString(); switch (number) { case 1: usage = KeyCode.Alpha1; break; case 2: usage = KeyCode.Alpha2; break; case 3: usage = KeyCode.Alpha3; break; case 4: usage = KeyCode.Alpha4; break; case 5: usage = KeyCode.Alpha5; break; case 6: usage = KeyCode.Alpha6; break; case 7: usage = KeyCode.Alpha7; break; case 8: usage = KeyCode.Alpha8; break; case 9: usage = KeyCode.Alpha9; break; } }
void OnEnable() { playerData = DataManager.Instance.PlayerData; playerController = GameManager.Instance.PlayerController; archerController = GameManager.Instance.ArcherController; knightController = GameManager.Instance.KnightController; levelSystem = GameManager.Instance.LevelSystem; }
public override void Execute(KnightController knight) { timePassed += Time.deltaTime; if (timePassed >= totalTime) { EndAbility(knight); } }
public override void StartAbility(KnightController knight) { base.StartAbility(knight); //throw banana GameObject banana = PhotonNetwork.Instantiate("Banana", transform.position + transform.forward * 2 + transform.up * 2, transform.rotation); // GameObject banana = Instantiate(bananaPrefab, transform.position+transform.forward*2+transform.up*2, transform.rotation); banana.GetComponent <Rigidbody>().AddForce((transform.forward + transform.up) * 450f); }
public void SetParent(KnightController knight) { Owner = knight; Owner.Dragons.Add(this); State = DragonState.Attached; GetComponent<CircleCollider2D>().enabled = false; var diff = Owner.transform.localPosition - gameObject.transform.localPosition; Walk(Owner.TargetPosition - diff); }
public override void EndAbility(KnightController knight) { base.EndAbility(knight); knight.speed /= 1.5f; _camera.fieldOfView /= 1.1f; Debug.Log("Event ended"); onGoingEvent = false; }
// Use this for initialization void Start() { player = FindObjectOfType <KnightController>(); knightHealth = FindObjectOfType <KnightHealth> (); rigi = GetComponent <Rigidbody2D> (); if (player.transform.position.x < transform.position.x) { speed = -speed; } }
void Start() { currentHP = maxKnightHP; deathMovement = GetComponent <KnightController>(); hpSlider.maxValue = maxKnightHP; hpSlider.value = maxKnightHP; fill.color = gradient.Evaluate(1f); isDamaged = false; audiosrc = GetComponent <AudioSource>(); }
// Use this for initialization void Start() { targetController = target.GetComponent<KnightController> (); // Initiate target controller transform.position = new Vector3 (transform.position.x, target.transform.position.y, transform.position.z); Vector3 angle = transform.eulerAngles; x = angle.x; y = angle.y; offset = (target.transform.position - transform.position).normalized * cameraDistance; }
void Start() { // Sets the current HP of the character to the starting HP currentHP = startingHP; // Uses the handy "Find" and "Get Component" functions to grab a reference to the HealthText game object and store it in our HealthText variable //HealthText = GameObject.Find("HealthText").GetComponent<Text>(); healthText = HealthText.GetComponent<Text>(); // Set the HUD to display the current amount of health healthText.text = "" + currentHP + " Player HP"; kc = FindObjectOfType<KnightController> (); }
private void Attack() { float distance = Vector3.Distance(target.transform.position, transform.position); Vector3 dir = (target.transform.position - transform.position).normalized; float direction = Vector3.Dot(dir, transform.forward); if (distance < 3f && direction > 0.4f) { KnightController h = (KnightController)target.GetComponent("KnightController"); h.CurrentHealth(-10); } }
public override void StartAbility(KnightController knight) { base.StartAbility(knight); knight.speed *= 1.5f; timePassed = 0.0f; _camera = knight.GetComponentInChildren <Camera>(); _camera.fieldOfView *= 1.1f; Debug.Log("Event started"); onGoingEvent = true; }
// Update is called once per frame void Update() { GameObject k = GameObject.Find("Character"); KnightController knight = k.GetComponent <KnightController>(); bool facingRight = knight.Direction(); if (Input.GetButtonDown("Fire1")) { Rigidbody2D knifeInstance; knifeInstance = Instantiate(knife, knifeLocation.position, knifeLocation.rotation) as Rigidbody2D; knifeInstance.GetComponent <Rigidbody2D>().velocity += new Vector2(facingRight ? 1 : -1, 0).normalized *knifeSpeed; } }
// Use this for initialization void Start() { GameObject k = GameObject.Find("Character"); KnightController knight = k.GetComponent <KnightController>(); bool facingRight = knight.Direction(); if (!facingRight) { Vector3 theScale = transform.localScale; theScale.x *= -1; transform.localScale = theScale; } Destroy(gameObject, timeDestroy); }
// Start is called before the first frame update protected void Start() { _isColliding = false; _currHealth = maxHealth; _anim = GetComponent <Animator>(); enemyChecker = GetComponent <EnemyChecker>(); healthBarCanvas = GetComponentInChildren <Canvas>(); _lastAttackTime = Time.time; InitialPosition = transform.localPosition; InitialEnemy = enemyChecker.enemy; }
//캐릭터 스킬 저장, 실제 게임 상에서만 실행함 public void SaveCharacterSkillData(Job _Job) { if (File.Exists(characterSkillDataPath)) { File.Delete(characterSkillDataPath); } switch (_Job) { case Job.Knight: KnightController knightController = GameManager.Instance.KnightController; KnightSkillPointData knightSkillPointData = new KnightSkillPointData(); knightSkillPointData.EnableSkillPoint = knightController.EnableSkillPoint; knightSkillPointData.BerserkerSkillPoint = knightController.BerserkerSkillPoint; knightSkillPointData.DamageUpSkillPoint = knightController.DamageUpSkillPoint; knightSkillPointData.HpHealSkillPoint = knightController.HpHealSkillPoint; knightSkillPointData.ArmorUpSkillPoint = knightController.ArmorUpSkillPoint; string knightSkillData = JsonUtility.ToJson(knightSkillPointData); FileStream knightSkillFileStream = new FileStream(characterSkillDataPath, FileMode.OpenOrCreate, FileAccess.Write); byte[] bytes = Encoding.UTF8.GetBytes(knightSkillData); knightSkillFileStream.Write(bytes, 0, bytes.Length); knightSkillFileStream.Close(); break; case Job.Archer: ArcherController archerController = GameManager.Instance.ArcherController; ArcherSkillPointData archerSkillPointData = new ArcherSkillPointData(); archerSkillPointData.AbsenseSkillPoint = archerController.AbsenseSkillPoint; archerSkillPointData.ArrowStormSkillPoint = archerController.ArrowStormSkillPoint; archerSkillPointData.HpHealSkillPoint = archerController.HpHealSkillPoint; archerSkillPointData.MpHealSkillPoint = archerController.MpHealSkillPoint; string archerSkillData = JsonUtility.ToJson(archerSkillPointData); FileStream archerSkillFileStream = new FileStream(characterSkillDataPath, FileMode.OpenOrCreate, FileAccess.Write); byte[] bytes2 = Encoding.UTF8.GetBytes(archerSkillData); archerSkillFileStream.Write(bytes2, 0, bytes2.Length); archerSkillFileStream.Close(); break; } }
public void SetChessmanOnBoard(BoardDataModel boardDataModel) { _chessmans.ForEach((cc) => cc.Destroy()); _chessmans.Clear(); foreach (var data in boardDataModel.Data) { IChessmanController icc; switch (data.Value.Type) { case ChessmanType.Pawn: icc = new PawnController(); break; case ChessmanType.Rook: icc = new RookController(); break; case ChessmanType.Knight: icc = new KnightController(); break; case ChessmanType.Bishop: icc = new BishopController(); break; case ChessmanType.Queen: icc = new QueenController(); break; case ChessmanType.King: icc = new KingController(); break; default: throw new System.NotImplementedException(); } icc.Init(_prefabController, _view.GetBoardPosition, _view.GetFacingDirection, data.Key, data.Value.ColorType); icc.OnChessmanSelected += () => OnChessmanSelected?.Invoke(icc.GetChessmanType(), icc.GetChessmanColorType(), icc.GetBoardCoord()); _chessmans.Add(icc); } }
public void LoadSkillDataAndSet(Job _Job) { if (!File.Exists(characterSkillDataPath)) { return; } switch (_Job) { case Job.Knight: FileStream knightSkillFileStream = new FileStream(characterSkillDataPath, FileMode.Open, FileAccess.Read); StreamReader knightStreamReader = new StreamReader(knightSkillFileStream); var knightSkillData = knightStreamReader.ReadToEnd(); var loadedKnightSkillData = JsonUtility.FromJson <KnightSkillPointData>(knightSkillData); KnightController knightController = GameManager.Instance.KnightController; knightController.AddBerserkerSkillPoint(loadedKnightSkillData.BerserkerSkillPoint); knightController.AddDamageUpSkillPoint(loadedKnightSkillData.DamageUpSkillPoint); knightController.AddHpHealSkillPoint(loadedKnightSkillData.HpHealSkillPoint); knightController.AddArmorUpSkillPoint(loadedKnightSkillData.ArmorUpSkillPoint); //얘를 맨 마지막에 함 knightController.AddEnableSkillPoint(loadedKnightSkillData.EnableSkillPoint, false); knightStreamReader.Close(); break; case Job.Archer: FileStream archerSkillFileStream = new FileStream(characterSkillDataPath, FileMode.Open, FileAccess.Read); StreamReader archerStreamReader = new StreamReader(archerSkillFileStream); var archerSkillData = archerStreamReader.ReadToEnd(); var loadedArcherSkillData = JsonUtility.FromJson <ArcherSkillPointData>(archerSkillData); ArcherController archerController = GameManager.Instance.ArcherController; archerController.AddAbsenseSkillPoint(loadedArcherSkillData.AbsenseSkillPoint); archerController.AddArrowStormSkillPoint(loadedArcherSkillData.ArrowStormSkillPoint); archerController.AddHpHealSkillPoint(loadedArcherSkillData.HpHealSkillPoint); archerController.AddMpHealSkillPoint(loadedArcherSkillData.MpHealSkillPoint); //얘를 맨 마지막에 함 archerController.AddEnableSkillPoint(loadedArcherSkillData.EnableSkillPoint, false); archerStreamReader.Close(); break; } }
private void OnTriggerEnter2D(Collider2D collision) { if (collision.gameObject.tag == "Player" && !KnightController.isSwordAttack) { if (enemyHealth > 0) { _animator.SetBool("Hurt", true); enemyHealth = KnightController.swordDamage(enemyHealth); PlaySound(EnemyHurtSFX); KnightController.isSwordAttack = true; StartCoroutine(resetAnimation()); } else if (enemyHealth <= 0 && isAlive) { _animator.SetTrigger("Die"); PlaySound(EnemyDieSFX); freezMotion(); StartCoroutine(timeDelay()); } } }
public void RestartFight() { if (playerMotor != null) { playerMotor.DestroyPlayer(); } KillKnight(); DestroyEverything(); // Player GameObject playerGo = Instantiate(playerPrefab); playerMotor = playerGo.GetComponent <PlayerMotor>(); playerMotor.transform.position = new Vector3(0, 0, 0); // Knight knight = Instantiate(knightPrefab, new Vector3(0, 0, 20), Quaternion.AngleAxis(180, Vector3.up)); kc = knight.GetComponent <KnightController>(); kc.passive = knightPassive; }
// Use this for initialization void Start() { anim = GetComponent<Animator> (); // Get Animator component enemyHealth = GetComponent<EnemyHealth> (); // Get EnemyHealth script component target = GameObject.FindGameObjectWithTag ("Knight"); // Find 'Knight' game object targetController = target.GetComponent<KnightController>(); // Get the target's controller component enemyState = EnemyState.Free; // Initiate player state to free // Movement variables moveSpeed = 120000.0f; // Character movement speed hMovement = 0.0f; // Horizontal movement vMovement = 0.0f; // Vertical movement movement = Vector2.zero; // Movement vector dodgeDirection = Vector2.zero; // Dodge vector destination = transform.position; // Character destination runningAttackDestination = destination; // Character's running attack destination turnSpeed = 120.0f; // Character's turn speed // Attacking variables attackType = AttackType.Basic; // Initate attack type to basic attackDamageBasic = 25.0f; // Set basic damage attackDamageHeavy = 40.0f; // Set heavy damage attackRange = 5.0f; // Attack range set to 3 attackAngle = 120.0f; // 120 degree attack angle // Blocking variables blockAngle = 90.0f; // 90 degree blocking angle // Conditional variables isIdle = true; // Character is idle movingForward = true; // Character moving forward isBlocking = false; // Character not blocking isAttacking = false; // Character not attacking isDodging = false; // Character not dodging isFlinching = false; // Character not flinching isDying = false; // Character not dying isDead = false; // Character not dead isSprinting = false; // Character not sprinting blockedAttack = false; // Character not recovering from block continueAttack = false; // Character not combo attacking // Timers dodgeTimer = 0.0f; attackTimer = 0.0f; blockTimer = 0.0f; flinchTimer = 0.0f; // AI timers aiTimerAttack = 0.0f; aiDelayAttack = 2.0f; // Delay attack 2.5 seconds // Action times timeDodge = 0.4f; timeFlinch = 0.8f; timeBasicAttack = 0.65f; timeHeavyAttack = 1.1f; timeBlockedAttack = 0.3f; timeInvincible = 0.25f; // State-specific variables attackRegistered = false; attackAfterDodge = false; secondAttack = false; strafeDirection = 0.0f; // Initiate no strafing // Sight variables sightRadius = 20.0f; // Sight radius is 20 when active enableSightRadius = 10.0f; // Sight radius is 10 when inactive sightAngle = 90.0f; // Sight angle is 45 degrees in either direction }
void Start() { enemyHealth = startingHealth; healthScaleConstant = 0.01f / (enemyHealth / 100f); knightController = GetComponent<KnightController>(); }
/// <summary> /// Spawns knight prefab at the starting point /// </summary> private void SpawnPlayer() { this.knightController = Instantiate(this.knightPrefab, this.mazeGenerator.PathTilesList[0].position, Quaternion.identity); this.mazeGenerator.StartPathBlock = this.mazeGenerator.PathTilesList[0].gameObject; this.mazeGenerator.StartPathBlock.GetComponentInChildren <SpriteRenderer>().sprite = this.startPointSprit; }
// Enemy got killed public void RemoveEnemy() { enemy = null; }
void Start() { enemyHealth = startingHealth; knightController = GetComponent<KnightController>(); }
public void OnMouseDown() { SelectedKnight = this; }
public ShieldState(KnightController player) : base(player) { knight = player; }
public KnightFreeMoveState(KnightController player) : base(player) { knight = player; }
public void TestInitialize() { repository = new Mock <IKnightRepository>(); controller = new KnightController(repository.Object); }
// Start is called before the first frame update void Start() { this.transform.tag = "door"; player = GameObject.FindWithTag("Player"); knightController = player.GetComponent <KnightController>(); }