public override void ShootFrom(Vector3 position, Vector3 direction)
    {
        Vector3[] rayOrigins =
        {
            new Vector3(0, offset,      0) + position,
            new Vector3(0, offset / 2,  0) + position,
            position,
            new Vector3(0, -offset / 2, 0) + position,
            new Vector3(0,     -offset, 0) + position,
        };
        RaycastHit target;

        foreach (Vector3 pos in rayOrigins)
        {
            if (Physics.Raycast(pos, direction, out target))
            {
                if (target.collider.CompareTag("Demon"))
                {
                    DemonStats demon = target.collider.gameObject.GetComponent <DemonStats>();
                    demon.TakeDamage(GetEffectiveDamage(), Owner);
                    return;
                }
            }
        }
    }
Exemple #2
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    public void CreateDemon(Vector3 position, DemonTypes demonType)
    {
        GameObject demon = Instantiate(demonPrefab, position, demonPrefab.transform.rotation);

        demon.transform.parent = transform;
        Debug.Log("NIQUE TA MERE");

        DemonStats demonStats = basicDemonStats;

        switch (demonType)
        {
        case DemonTypes.BASIC_DEMON:
            demonStats = basicDemonStats;
            break;

        case DemonTypes.HIGH_DEMON:
            demonStats = highDemonStats;
            break;

        case DemonTypes.RUSHING_DEMON:
            demonStats = rushingDemonStats;
            break;
        }

        demon.GetComponent <DemonBehavior>().SetDemonStats(demonStats);
    }
Exemple #3
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 public void SetDemonStats(DemonStats demonStats)
 {
     demonName   = demonStats.demonName;
     moveSpeed   = demonStats.moveSpeed;
     bulletSpeed = demonStats.bulletSpeed;
     bulletScale = demonStats.bulletScale;
     fireRate    = demonStats.fireRate;
     healthPoint = demonStats.healthPoint;
 }
 void Start()
 {
     animator = GetComponent <Animator>();
     target   = GetComponent <DemonStats>();
     if (origin == null)
     {
         origin = GameObject.FindGameObjectWithTag("Player").transform;
     }
 }
Exemple #5
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 override public void OnStateEnter(Animator animator, AnimatorStateInfo stateInfo, int layerIndex)
 {
     hasShot    = false;
     stats      = animator.gameObject.GetComponent <DemonStats>();
     controller = animator.gameObject.GetComponent <ZombiemanMovement>();
     weapon     = animator.gameObject.GetComponent <ZombiemanWeapon>();
     controller.MoveTo(animator.transform.position);
     shootingTimestamp = Time.time + shootingDelay;
 }
    override public void OnStateEnter(Animator animator, AnimatorStateInfo stateInfo, int layerIndex)
    {
        stats      = animator.gameObject.GetComponent <DemonStats>();
        controller = animator.gameObject.GetComponent <ZombiemanMovement>();
        Vector3 targetDirection = (stats.GetTargetPosition() - animator.transform.position).normalized;
        Vector3 sidewaysVector  = Vector3.Cross(targetDirection, Vector3.up).normalized;

        sidewaysVector  *= Random.Range(0, 2) * 2 - 1;
        currentDirection = (targetDirection + sidewaysVector).normalized;
    }
Exemple #7
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        public void OnGet()
        {
            demonStats = new List <DemonStats>();
            using (SqlConnection connection = new SqlConnection(connectionString))
            {
                connection.Open();

                using (SqlCommand command = new SqlCommand("SELECT * FROM [RotA Demon Stats].dbo.Sheet1$", connection))
                {
                    using (SqlDataReader reader = command.ExecuteReader())
                    {
                        while (reader.Read())
                        {
                            DemonStats demon = new DemonStats(reader.GetValue(0).ToString());
                            demon.maxHp                     = reader.GetValue(1);
                            demon.grabRange                 = reader.GetValue(2);
                            demon.preferredAttackRange      = reader.GetValue(3);
                            demon.moveSpeed                 = reader.GetValue(4);
                            demon.acceleration              = reader.GetValue(5);
                            demon.deceleration              = reader.GetValue(6);
                            demon.aggroRadius               = reader.GetValue(7);
                            demon.patrolRange               = reader.GetValue(8);
                            demon.patrolRateMin             = reader.GetValue(9);
                            demon.patrolRateMax             = reader.GetValue(10);
                            demon.hungerReducedPerMeat      = reader.GetValue(11);
                            demon.baseFearsomeness          = reader.GetValue(12);
                            demon.fearsomenessWhenAttacking = reader.GetValue(13);
                            demon.standingHeight            = reader.GetValue(14);
                            demon.sleepingHeight            = reader.GetValue(15);
                            demon.canUseWeapons             = reader.GetValue(16);
                            demon.lovesToChase              = reader.GetValue(17);
                            demon.startingHappiness         = reader.GetValue(18);
                            demon.fallbackThreshhold        = reader.GetValue(19);
                            demon.basicAttackDamage         = reader.GetValue(20);
                            demon.buildingAttackDamage      = reader.GetValue(21);
                            demon.aoeDamage                 = reader.GetValue(22);
                            demon.elementalAffinity         = reader.GetValue(23);

                            demonStats.Add(demon);
                        }
                    }
                }
            }
        }
Exemple #8
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    public void Shoot(Vector3 direction)
    {
        float angle = Random.Range(-accuracyError, accuracyError) * Mathf.PI / 90;


        Vector3 actualDirection = new Vector3(direction.x * Mathf.Cos(angle) - direction.z * Mathf.Sin(angle),
                                              direction.y,
                                              direction.x * Mathf.Sin(angle) + direction.z * Mathf.Cos(angle));
        RaycastHit target;

        if (Physics.Raycast(transform.position, actualDirection, out target))
        {
            if (target.collider.CompareTag("Demon"))
            {
                DemonStats demon = target.collider.gameObject.GetComponent <DemonStats>();
                demon.TakeDamage(GetEffectiveDamage(), transform);
            }
            else if (target.collider.CompareTag("Player"))
            {
                PlayerStats player = target.collider.gameObject.GetComponent <PlayerStats>();
                player.TakeDamage(GetEffectiveDamage());
            }
        }
    }
Exemple #9
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 void Start()
 {
     animator       = GetComponent <Animator>();
     stats          = GetComponent <DemonStats>();
     previousHealth = stats.Health;
 }
 void Start()
 {
     stats = gameObject.GetComponent<DemonStats>();
     stats.tempMalice = 0.4f;
     LevelUp(1, stats._malice, 1, 1, 1, 1);
 }