private float enemyScale; // Sets the default scale of the enemy to make sure that all enemies are the same size. void Start() { UpdateDistFromPlayer(); // Grab initial player distance reference. player = GameObject.Find("Player").GetComponent <PlayerFighting>(); // Target player health/damage object. score = GameObject.Find("ScoreUI").GetComponent <CountScore>(); // Target the gameobject handled within the CountScore script. animator = gameObject.GetComponent <Animator>(); // Get reference of the enemy animator. playerLocation = GameObject.Find("Player").transform; // Set initial values of enemy variants: if (gameObject.name == "Boss") { health = 1000f; enemyScale = 0.1f; // Make the boss scale larger than regular enemies. damage = 20f; // Boss deals higher damage than regular enemies. } else if (gameObject.name == "Miniboss") // Set miniboss to intermediate stage of damage, health etc. (between regular enemy and boss). { health = 250f; enemyScale = 0.09f; } else { health = 100f; enemyScale = 0.07f; } }
void Start() { stats = PlayerManager.instance.player.GetComponent <CharacterStats>(); slider = healthUiParent.GetComponentInChildren <Slider>(); Text = healthUiParent.GetComponentInChildren <TextMeshProUGUI>(); playerFighting = PlayerManager.instance.player.GetComponent <PlayerFighting>(); playerFighting.OnWeaponChange += UpdateWeaponsSlot; slotsImages = weaponSlotsParent.GetComponentsInChildren <Image>(); }
public override void Interact() { PlayerFighting playerFighting = player.GetComponent <PlayerFighting>(); playerFighting.EquipWeapon(weapon, 1); Destroy(gameObject); }
void Start() { camera = GameObject.FindGameObjectWithTag("CameraObject"); lastCameraTransform = camera; //animator = GetComponent<Animator> (); controller = GetComponent <CharacterController> (); lastDesiredFacingRotation = Quaternion.Euler(0, 45, 0); playerFighting = GetComponent <PlayerFighting>(); }
// Use this for initialization void Start() { colliderplayer = GetComponent <CapsuleCollider2D>(); animator = GetComponent <Animator>(); playerCombat = GetComponent <PlayerFighting>(); stats = GetComponent <CharacterStats>(); movementSpeed = stats.GetMovementSpeed; filter.useTriggers = false; filter.SetLayerMask(Physics2D.GetLayerCollisionMask(gameObject.layer)); filter.useLayerMask = true; }
//means that our player object picked up our item public override GameObject PickUp(GameObject player) { PlayerFighting playerFighting = player.GetComponent <PlayerFighting> (); if (playerFighting != null) { BowWeapon bow = playerFighting.GetLeftHandWeapon().GetComponent <BowWeapon>(); if (bow != null) { bow.stockpile += arrowCount; GameObject.Destroy(this.gameObject); } } //we don't want to return anything here return(null); }
void Start() { camera = GameObject.FindGameObjectWithTag("CameraObject"); lastCameraTransform = camera; //animator = GetComponent<Animator> (); controller = GetComponent<CharacterController> (); lastDesiredFacingRotation = Quaternion.Euler (0, 45, 0); playerFighting = GetComponent<PlayerFighting>(); }
public IEnumerator DamageAndKnockBackOffsetTimer(PlayerFighting pFight, float amount, Vector3 direction, float knockbackMultiplayer) { yield return(new WaitForSeconds(.085f)); pFight.TakeHit(amount, direction, knockbackMultiplayer); }
private PlayerFighting player; // Target the player object. void Start() { player = GameObject.Find("Player").GetComponent <PlayerFighting>(); // Get the player reference. }