// 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)); }
// 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); }