public override void _Ready() { GD.Randomize(); stats = GetNode <Stats>("Stats"); stats.OnZeroHealth += Death; hurtbox = GetNode <Hurtbox>("Hurtbox"); hurtbox.OnInvincibilityEnded += BlinkStop; hurtbox.OnInvincibilityStarted += BlinkStart; playerZone = GetNode <PlayerDetection>("PlayerDetection"); batSprite = GetNode <AnimatedSprite>("AnimatedSprite"); softCollision = GetNode <SoftCollision>("SoftCollision"); wanderController = GetNode <WanderController>("WanderController"); rng = new RandomNumberGenerator(); stateArray = new List <AIState> { AIState.IDLE, AIState.WANDER }; state = PickRandomState(stateArray); animPlayer = GetNode <AnimationPlayer>("AnimationPlayer"); }
void Awake() { stateHandler = GetComponent <EnemyStateHandler>(); playerDetection = GetComponent <PlayerDetection>(); movement = GetComponent <EnemyMovement>(); gunHandler = GetComponent <EnemyGunHandler>(); }
int HEALTH = 2 + 1; // idk why he takes damage instantly when spawning // Called when the node enters the scene tree for the first time. public override void _Ready() { audio = GetNode <AudioStreamPlayer>("AudioStreamPlayer"); playerDetection = GetNode <Area2D>("PlayerDetection") as PlayerDetection; animationPlayer = GetNode <AnimationPlayer>("AnimationPlayer"); animationPlayer.Play("PreIdle"); }
int HEALTH = 1 + 1; // idk why he takes damage instantly when spawning // Called when the node enters the scene tree for the first time. public override void _Ready() { audio = GetNode <AudioStreamPlayer>("AudioStreamPlayer"); audio.VolumeDb = 2; animationPlayer = GetNode <AnimationPlayer>("AnimationPlayer"); playerDetection = GetNode <Area2D>("PlayerDetection") as PlayerDetection; }
private void Awake() { navMeshAgent = GetComponent <NavMeshAgent>(); playerDetection = GetComponent <PlayerDetection>(); playerDetection.OnDetection += PlayerDetection_OnDetection; animator = GetComponentInChildren <Animator>(); }
void OnSceneGUI() { PlayerDetection fov = (PlayerDetection)target; Handles.color = Color.red; Handles.DrawWireArc(fov.transform.position, Vector3.up, Vector3.forward, 360, fov.attackRadius); Handles.color = Color.yellow; Handles.DrawWireArc(fov.transform.position, Vector3.up, Vector3.forward, 360, fov.viewRadius); Handles.color = new Color(0, 1, 1, .2f); Vector3 viewAngleA = fov.DirectionFromAngle(-fov.viewAngle / 2, false); Vector3 viewAngleB = fov.DirectionFromAngle(fov.viewAngle / 2, false); Handles.DrawLine(fov.transform.position, fov.transform.position + viewAngleA * fov.viewRadius); Handles.DrawLine(fov.transform.position, fov.transform.position + viewAngleB * fov.viewRadius); Handles.DrawSolidArc(fov.transform.position, fov.transform.up, viewAngleA, fov.viewAngle, fov.viewRadius); foreach (Transform visibleTarget in fov.visibleTargets) { if (Vector3.Distance(fov.transform.position, visibleTarget.position) < fov.attackRadius) { Handles.color = Color.red; } else { Handles.color = Color.yellow; } Handles.DrawLine(fov.transform.position, visibleTarget.position); } }
public void Initialize() { ThisPlayer = GameObject.FindGameObjectWithTag("Player").GetComponent <PlayerControl>(); ThisAnimator = this.gameObject.GetComponent <Animator>(); ThisDetector = this.GetComponentInChildren <PlayerDetection>(); ThisEnemy = new EmptyEnemy(); }
/// <summary> /// On collision with the enemy then check object tag and match with enemy. /// </summary> /// <param name="collision"> Default collision component. /// </param> private void OnCollisionEnter(Collision collision) { // if an enemy is collided. if (collision.gameObject.CompareTag("Enemy")) { // asssign the collided object to the current object. cObject = collision.gameObject; // detect the player from the enemies side. PD = cObject.GetComponentInParent <PlayerDetection>(); // reduce health. health.takeDamage(PD.damage); // Destroy the script component. PD.isDestroyed(); PD = null; cObject = null; } // if collision is with an enemy projectile then take damage. if (collision.gameObject.CompareTag("Projectile")) { cObject = collision.gameObject; PJB = cObject.GetComponentInParent <ProjectileBehaviour>(); health.takeDamage(PJB.damage); PJB.IsDestroyed(); PJB = null; cObject = null; } }
void Start() { playerObj = GameObject.FindGameObjectWithTag("Player"); // Find the player object src = GetComponent <AudioSource>(); // Get audio source detectionScript = detectionZone.GetComponent <PlayerDetection>(); detectionZone.transform.parent = null; // Make sure detection zone doesn't move with parent }
public void Stunned(float stunTime) { StartCoroutine(StunnedZombieTimer(stunTime)); destinationSetter = gameObject.GetComponentInParent <AIDestinationSetter>(); destinationSetter.enabled = false; playerDetection = gameObject.GetComponentInParent <PlayerDetection>(); playerDetection.enabled = false; }
void Awake() { _detector = transform.GetChild(0).GetComponent <PlayerDetection>(); _postSearch = GetComponentInChildren <FindPlayer>(); _patrolBehav = GetComponent <Patrol>(); _spriteHand = GetComponent <Spritehandler>(); _coneRender = transform.GetChild(0).GetComponent <VisionConeRender>(); }
private void Start() { //set components navigator = GetComponent <NavMeshAgent>(); if (GetComponent <DetectionMeter>()) { detection = GetComponent <DetectionMeter>(); } if (pathParent && pathParent.GetComponent <PathController>()) { pathController = pathParent.GetComponent <PathController>(); } //set search pos lastKnownPlayerPosition = Vector3.zero; SearchPosition = Vector3.zero; //set FOV CurrentFOV = patrolFOV; //set current point to first point if (pathController && pathController.listPoints.Count > 0) { currentPathPoint = pathController.listPoints[0]; } currentListIndex = 0; //find the player if (player == null) { player = GameObject.FindGameObjectWithTag("Player"); if (player == null) { player = GameObject.FindGameObjectWithTag("Player"); if (player.transform.root.gameObject.tag == "Player") { player = player.transform.root.gameObject; } } } //check if player has detection component if (player.GetComponent <PlayerDetection>()) { playerDetection = player.GetComponent <PlayerDetection>(); playerComponents = playerDetection.components; } if (headTransform == null) { headTransform = transform; } //set state currentState = StealthState.PATROL; EnterPatrol(); }
void Awake() { playerDetection = GetComponentInChildren <PlayerDetection>(); if (playerDetection) { playerDetection.onEnemyEnter += OnEnemyEnter; playerDetection.onEnemyLeave += OnEnemyLeave; } }
// Use this for initialization void Start() { //Getting components of the drone anim = GetComponent <Animator>(); playerDetect = GetComponent <PlayerDetection>(); droneMovement = GetComponent <DroneMovementManagement>(); rb = GetComponent <Rigidbody>(); Pillars = GameObject.FindGameObjectWithTag(name + "Pillars"); }
protected void AssignComponents() { _pathFinding = GetComponentInParent <Pathfinding>(); _patrolBehav = GetComponentInParent <Patrol>(); _soundHandler = GetComponentInParent <GuardSoundHandler>(); _spriteHandler = GetComponentInParent <Spritehandler>(); _playerDetector = GetComponent <PlayerDetection>(); _visionCone = GetComponent <LineRenderer>(); _detection = GetComponent <DetectionCommon>(); }
int HEALTH = 3 + 1; // idk why he takes damage instantly when spawning // Called when the node enters the scene tree for the first time. public override void _Ready() { audio = GetNode <AudioStreamPlayer>("AudioStreamPlayer"); audio.VolumeDb = 3; animationPlayer = GetNode <AnimationPlayer>("AnimationPlayer"); animationTree = GetNode <AnimationTree>("AnimationTree"); animationTree.Active = true; animationState = animationTree.Get("parameters/playback") as AnimationNodeStateMachinePlayback; playerDetection = GetNode <Area2D>("PlayerDetection") as PlayerDetection; }
private void OnTriggerStay2D(Collider2D other) { PlayerDetection playerDetection = other.GetComponent <PlayerDetection>(); if (playerDetection != null) { diamondEnemy.playerSpotted = true; diamondEnemy.playerTransform = other.transform; } }
void Start() { enemy = GetComponent <Rigidbody>(); originalPosition = transform.position; leftPos = new Vector3(originalPosition.x - leftBoundry, originalPosition.y, 0f); rightPos = new Vector3(originalPosition.x + rightBoundry, originalPosition.y, 0f); enemy.isKinematic = false; Player = GameObject.Find("Yumi").transform; detectPlayer = this.GetComponentInChildren <PlayerDetection>(); }
//public float time = 0f; //public bool canMoveSideways = true; void Awake() { rb = this.GetComponent <Rigidbody> (); anim = this.GetComponent <Animator> (); Physics.gravity = new Vector3(0, -20, 0); canMove = true; thisName = this.gameObject.name; pd = this.GetComponent <PlayerDetection> (); dam = this.GetComponent <DamageSetGet> (); ma = this.GetComponent <MachineAverage> (); }
public bool GetCaughtByCops() { if (!GameManager.Instance().IsTargetAlive()) { PlayerDetection playerDetection = player.GetComponent <PlayerDetection>(); if (playerDetection.CopsWatchingYou()) { GameManager.Instance().CinematicPlayerDie(); } } return(false); }
void Start() { enemy = GetComponent <Rigidbody>(); enemy.isKinematic = false; Player = GameObject.Find("Yumi").transform; detectPlayer = this.GetComponentInChildren <PlayerDetection>(); originalPosition = transform.position; animator = this.GetComponentInChildren <Animator>(); sprite_renderer = this.GetComponentInChildren <SpriteRenderer>(); }
void OnSceneGUI() { PlayerDetection fow = (PlayerDetection)target; Handles.color = Color.white; Handles.DrawWireArc(fow.transform.position, Vector3.up, Vector3.forward, 360, fow.viewRadius); Vector3 viewAngleA = fow.DirFromAngle(-fow.viewAngle / 2, false); Vector3 viewAngleB = fow.DirFromAngle(fow.viewAngle / 2, false); Handles.DrawLine(fow.transform.position, fow.transform.position + viewAngleA * fow.viewRadius); Handles.DrawLine(fow.transform.position, fow.transform.position + viewAngleB * fow.viewRadius); Handles.color = Color.red; }
private void Awake() { GameCamera = Camera.main; playerDetection = GetComponent <PlayerDetection>(); audioManager = GameObject.FindGameObjectWithTag("AudioManager").GetComponent <AudioManager>(); playerDetection.OnDetection += PlayerDetection_OnDetection; enemyMaxHealth = 5; health = 5; minHealth = 0; maxHealth = 1; animator = GetComponentInChildren <Animator>(); em = GetComponent <EnemyMovement>(); stopAttacking = false; }
// Start is called before the first frame update void Start() { playerObj = GameObject.FindGameObjectWithTag("Player"); playerDetection = detectors.GetComponent <PlayerDetection>(); playerController = playerObj.GetComponent <PlayerController>(); Transform[] patrolChildren = patrolWaypointParent.GetComponentsInChildren <Transform>(); patrolWaypoints = new Vector3[patrolChildren.Length]; for (int i = 0; i < patrolWaypoints.Length; i++) { patrolWaypoints[i] = patrolChildren[i].position; } Destroy(patrolWaypointParent); }
// 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) { if (enemyTrash == null) { enemyTrash = animator.transform.gameObject.GetComponent <EnemyTrash>(); } if (playerDetection == null) { playerDetection = animator.transform.gameObject.GetComponentInChildren <PlayerDetection>(); artilleryRadius = playerDetection.artillery.GetComponent <CapsuleCollider>().radius; } animator.ResetTrigger("attackArtillery"); enemyTrash.ChangeAttack("Attack"); enemyTrash.nav.Stop(); }
// Use this for initialization void Awake() { rb = GetComponent <Rigidbody>(); sprite_renderer = GetComponentInChildren <SpriteRenderer>(); startPos = transform.position; tempPosition = transform.position; pos1 = new Vector3(transform.position.x - leftBoundry, transform.position.y, 0f); pos2 = new Vector3(transform.position.x + rightBoundry, transform.position.y, 0f); Player = GameObject.Find("Yumi").transform; detectPlayer = this.GetComponentInChildren <PlayerDetection>(); frames = 0; savedPosition = Vector3.zero; }
private void Awake() { idleState = new IdleState(this); patrolState = new PatrolSate(this); chaseState = new ChaseState(this); attackState = new AttackState(this); waitState = new WaitState(this); searchState = new SearchState(this); alertState = new AlertState(this); protectState = new ProtectState(this); stunnedState = new StunnedState(this); //For color testing auxMesh = GetComponent <MeshRenderer>(); // playerDetection = GetComponent <PlayerDetection>(); attackRange = playerDetection.attackRadius; }
/// <summary> /// Function that triggers when the player is continuing to collide with an enemy or a projectile /// </summary> /// <param name="collision"> Default collision component. /// </param> private void OnCollisionStay(Collision collision) { if (collision.gameObject.CompareTag("Enemy")) { cObject = collision.gameObject; PD = cObject.GetComponentInParent <PlayerDetection>(); health.takeDamage(PD.damage); Debug.Log("Collided with enemy, damage dealt is :" + cObject.name); PD.isDestroyed(); } if (collision.gameObject.CompareTag("Projectile")) { cObject = collision.gameObject; PJB = cObject.GetComponentInParent <ProjectileBehaviour>(); health.takeDamage(PJB.damage); PJB.IsDestroyed(); PJB = null; cObject = null; } }
// Use this for initialization void Start() { playerDetection = GetComponentInChildren<PlayerDetection>(); destinationList = new Vector3[destinationNodes.Length]; for (int i = 0; i < destinationList.Length; i++) { destinationList[i] = destinationNodes[i].transform.position; } transform.position = destinationList[getClosestPoint()]; //Debug.log (gameObject.transform.position + " " + destinationList [getClosestPoint ()]); //Debug.log(Vector3.Distance (gameObject.transform.position, destinationList [currentDestination])); fromPosition = transform.position; atVector = true; playerPosition = Vector3.zero; forwards = true; currentDestination = 0; waitTimer = 0.0f; gameObject.transform.LookAt (destinationList[currentDestination]); }
// Use this for initialization void Start() { //currentLevel = gameManager.getCurrentLevel (); audioSource = gameObject.AddComponent<AudioSource> (); audioSource.clip = noise; if (characterType != -1 || characterType != 0) { playerDetection = GetComponentInChildren<PlayerDetection>(); } }
public bool IsSomeoneWatching() { PlayerDetection playerDetection = player.GetComponent <PlayerDetection>(); return(playerDetection.IsPlayerVisible()); }
public virtual void Start() { stats = GetComponent<EnemyStats>(); patrolSpeed = stats.patrolSpeed; chaseSpeed = stats.chaseSpeed; chaseTime = stats.chaseTime; jumpHeight = stats.jumpHeight; pivotTime = stats.pivotTime; maxEnragedTimer = stats.maxEnragedTimer; maxRageTimer = stats.maxRageTimer; controller = GetComponent<Controller2D>(); enemyAnimationController = GetComponent<Animator>(); enemyCollider = GetComponent<BoxCollider2D>(); playerDetection = transform.GetChild(0).GetComponent<PlayerDetection>(); jumpPoints = transform.GetChild(1).gameObject; freeFallPoints = transform.GetChild(2).gameObject; player = FindObjectOfType<Player>().gameObject; CalculatePhysics(); input = new Vector2(0, 0); airborne = false; isAttacking = false; changingDirection = false; patrolPathCreated = false; investigating = false; beingAttacked = false; enraged = false; buildingRage = false; losingRage = false; engagementCounter = chaseTime + pivotTime; eyePositionModifierX = (enemyCollider.size.x / 2) * .5f; eyePositionModifierY = (enemyCollider.size.y / 2) * .0f; jumpPoints = transform.GetChild(1).gameObject; CreatePatrolPath(); state = EnemyState.Patroling; jumpPoint1 = jumpPoints.transform.GetChild(0).GetComponent<BoxCollider2D>(); jumpPoint2 = jumpPoints.transform.GetChild(1).GetComponent<BoxCollider2D>(); jumpPoint3 = jumpPoints.transform.GetChild(2).GetComponent<BoxCollider2D>(); jumpPoint4 = jumpPoints.transform.GetChild(3).GetComponent<BoxCollider2D>(); fallPoint1 = freeFallPoints.transform.GetChild(0).GetComponent<BoxCollider2D>(); fallPoint2 = freeFallPoints.transform.GetChild(1).GetComponent<BoxCollider2D>(); fallPoint3 = freeFallPoints.transform.GetChild(2).GetComponent<BoxCollider2D>(); CalculateJumpCollders(); }
void Awake() { currentHealth = startingHealth; attackTimer = 0f; poiTimer = 0f; turnTimer = 0f; destinationReached = false; alerted = false; playerInRange = false; damageTaken = false; direction = FacingDirection.Front; player = GameObject.FindWithTag("Player"); playerScript = player.GetComponent<Player>(); detection = player.GetComponentInChildren<PlayerDetection>(); enemyRigidbody = GetComponent<Rigidbody2D>(); if (ranged) attackScript = GetComponentInChildren<EnemyShooting>(); else attackScript = GetComponentInChildren<EnemyMelee>(); attackRangeCollider = attackScript.gameObject.GetComponent<CircleCollider2D>(); attackRangeCollider.radius = attackScript.GetRange(); anim = GetComponent<Animator>(); points = new List<PointOfInterest>(); }
/* * Sets up script dependencies */ void Awake() { _playerDetection = gameObject.GetComponentInChildren <PlayerDetection>(); _pathfinding = gameObject.GetComponent <Pathfinding>(); map = GameObject.FindGameObjectWithTag("Map").GetComponent <NodeGenerator>().ReturnGeneratedGraph(); }