Example #1
0
	void OnTriggerEnter(Collider other){
		Debug.Log ("Being called?");
		if (other.gameObject.tag != "Player"){ // because we don't want the grenade to disappear as soon as you throw it

			mAI = other.GetComponent<MercuryAI>();
			
			if (mAI != null){
				Debug.Log("Hit Enemy");
				enemyHit = true;
				//mAI.state = MercuryAI.State.Stunned;
				Utilities.Stun(mAI.gameObject);
				//hit.GetComponent<MercuryAI>().state = MercuryAI.State.Idle;
				
				if (enemyHit == true){
					if (Input.GetKeyDown(KeyCode.F) && harvest.isHarvesting && harvest.harvestTime < 1f){
						mAI.currentHealth -= damage;
					}
				}
			}
		}
	}
Example #2
0
	// Use this for initialization
	void Start () {
        // Getting the Monster Data here from the Mob Database
        // md = Utilities.GetMobData("Malice");
        /////////////////////////////////////////////////////

        currentHealth = maxHealth;

        mercury = GameObject.FindGameObjectWithTag ("Mercury").GetComponent<MercuryAI> ();
        Controller = GetComponent<Animator>();

		/* Nav Mesh Properties */
		agent = GetComponent<NavMeshAgent> ();
		agent.speed = walkSpeed; // Default is walk.
		agent.angularSpeed = rotationSpeed;
		
		////////////////////////////////////
		state = defaultState;
		
		StartCoroutine ("FSM");
		
	}
Example #3
0
	/* --------- UTILITY FUNCTION SCRIPTS ---------*/

	private void Initialize(){
		if (instance == null)
			instance = this;

		currentHunger = maxHunger;
		currentHealth = maxHealth;

		myTransform = transform;
		player = GameObject.FindGameObjectWithTag("Player");
        fleePoints = GameObject.FindGameObjectsWithTag("Flee");
        Controller = GetComponent<Animator>();

		/* Nav Mesh Properties */
		agent = GetComponent<NavMeshAgent> ();
		agent.speed = walkSpeed; // Default is walk.
		agent.angularSpeed = rotationSpeed;
		
		/* State Machine Properties*/
		state = defaultState;
	}