Example #1
0
 // Use this for initialization
 void Start()
 {
     collider_dummy = GetComponent <Collider> ();
     audio          = GetComponent <AudioSource> ();
     anim           = GetComponent <Animator> ();
     enemy          = GetComponent <GameObject> ();
     x      = Random.Range(-velocidadMax, velocidadMax);
     z      = Random.Range(-velocidadMax, velocidadMax);
     angulo = Mathf.Atan2(x, z) * (180 / 3.141592f);
     transform.localRotation = Quaternion.Euler(0, angulo, 0);
     caos_active             = false;
     lechero = GameObject.Find("El Lechero");
     go      = (MeleeMovement)lechero.GetComponent(typeof(MeleeMovement));
 }
Example #2
0
    // Update is called once per frame
    void Update()
    {
        GameObject    lechero = GameObject.Find("El Lechero");
        MeleeMovement go      = (MeleeMovement)lechero.GetComponent(typeof(MeleeMovement));

        if (!go.caos && !caos_active)
        {
            caos_active = true;
            audio.Play();
        }
        else if (go.caos)
        {
            caos_active = false;
            audio.Stop();
        }
    }
        private static string GetMeleeEnemyNameFromMovementProbability(SpawnData spawnData, EnemyType.MeleeEnemyType enemyType)
        {
            string        enemyName;
            MeleeMovement meleeMovement = spawnData.MeleeMovementProbability.meleeProbabilities.Find(movement =>
                                                                                                     movement.enemyType == enemyType);
            MeleeEnemyTypeToNameContainer nameContainer =
                spawnData.NameContainer.meleeEnemyTypeToNameContainer.Find(container =>
                                                                           container.meleeEnemyType == enemyType);
            float randomValue = Random.value;

            if (randomValue < meleeMovement.rushChance)
            {
                // Rushing enemy
                enemyName = nameContainer.meleeEnemyNames[0];
            }
            else
            {
                float increment = meleeMovement.flankChance + meleeMovement.rushChance;
                enemyName = randomValue < increment ? nameContainer.meleeEnemyNames[1] : nameContainer.meleeEnemyNames[2];
            }
            return(enemyName);
        }