void Awake() { animController = GetComponentInChildren <EnemyAnimController>(); enemyAudio = GetComponent <AudioSource> (); hitParticles = GetComponentInChildren <ParticleSystem> (); currentHealth = startingHealth; }
private void navigate() { Vector2 dist = nextPos.position - thisObject.transform.position; dist.x = Mathf.Abs(dist.x); dist.y = Mathf.Abs(dist.y); Vector2 close = new Vector2(0.1f, 0.1f); if (dist.x < close.x && dist.y < close.y) // if we have reached this position { // Debug.Log("Made it"); setNextNode(); // set the next position } float step = speed * Time.deltaTime; thisObject.transform.position = Vector3.MoveTowards(thisObject.transform.position, nextPos.position, step); // move towards the next position Vector2 moveDirs = (nextPos.position - thisObject.transform.position).normalized; EnemyAnimController animController = anim.gameObject.GetComponent <EnemyAnimController>(); animController.inputVector = moveDirs; // Debug.Log(moveDirs); }
// OnStateUpdate is called on each Update frame between OnStateEnter and OnStateExit callbacks override public void OnStateUpdate(Animator animator, AnimatorStateInfo stateInfo, int layerIndex) { Transform enemyPos = animator.transform; float step = speed * Time.deltaTime; Vector2 moveDirs = (moveSpot.position - enemyPos.position).normalized; EnemyAnimController animController = animator.gameObject.GetComponent <EnemyAnimController>(); animController.inputVector = moveDirs; enemyPos.position = Vector2.MoveTowards(enemyPos.position, moveSpot.position, step); // move towards this position if (Vector2.Distance(enemyPos.position, moveSpot.position) < 0.2f) // if we have reached the position { // get a new position after idling for a bit if (waitTime <= 0) { moveSpot.position = randPos(); waitTime = startWaitTime; } else // be idle { waitTime -= Time.deltaTime; } } }
void Awake() { Player = GameObject.FindGameObjectWithTag("Player"); target = Player.transform; EnemySR = GetComponent <SpriteRenderer> (); enemyFlip = GetComponent <EnemyFlip> (); anim = GetComponent <EnemyAnimController> (); }
void Start() { hpSysytem = gameObject.GetComponent<HPSysytem>(); damageSystem = gameObject.GetComponent<DamageSystem>(); enemyAnim = gameObject.GetComponent<EnemyAnimController>(); FindHumans(); }
// OnStateUpdate is called on each Update frame between OnStateEnter and OnStateExit callbacks override public void OnStateUpdate(Animator animator, AnimatorStateInfo stateInfo, int layerIndex) { Transform enemyPos = animator.transform; float step = speed * Time.deltaTime; enemyPos.position = Vector2.MoveTowards(enemyPos.transform.position, playerPos.position, step); // move towards the player Vector2 moveDirs = (playerPos.position - enemyPos.position).normalized; EnemyAnimController animController = animator.gameObject.GetComponent <EnemyAnimController>(); animController.inputVector = moveDirs; }
void Awake() { FromPos = transform.position; ToPos = transform.position + new Vector3(rangeRound, 0, 0); FinalPos = ToPos; timer = 0.0f; anim = GetComponent <EnemyAnimController> (); enemyFlip = GetComponent <EnemyFlip> (); }
void Start() { if (gameObject.GetComponent <AnimationController>() != null) { animationController = GetComponent <AnimationController>(); } if (gameObject.GetComponent <EnemyAnimController>() != null) { enemyAnimController = GetComponent <EnemyAnimController>(); } thisEntity = gameObject.GetComponent <Entity>(); }
/// <summary> /// 初期化 /// </summary> public override void Initialize() { anim = GetComponentInParent <EnemyAnimController>(); spr = GetComponentInParent <ChangeSprite>(); if (anim) { anim.ChangeAnim(_direction); } else if (spr) { spr.ChangeImage(_direction); } _tmpDirection = _direction; }
void Awake() { WeaponDic = createWeapDic(); string weaponname = ""; weaponname = randomWeapon(weaponname); WeaponDic.TryGetValue(weaponname, out CurrentWeapon); EnemyAnimatorScript = GetComponentInChildren <EnemyAnimController>(); player = GameObject.FindWithTag("Player"); playerHealth = player.GetComponent <PlayerHealth> (); enemyHealth = GetComponent <EnemyHealth>(); shootableMask = LayerMask.GetMask("Shootable"); wallMask = LayerMask.GetMask("Wall"); thisAi = gameObject; }
//protected Point enemyTarget; #region UnityAction protected override void Start() { base.Start(); box = GetComponent <BoxCollider2D>(); _animator = GetComponent <EnemyAnimController>(); EventCenter.GetInstance().EventTrigger <BaseSolider>("EnemyBorn", this); if (GameManager.Instance.testEnemy) { EventCenter.GetInstance().AddEventListener("UiManagerInitComplete", Init); } else { Init(); } }
void Awake() { hud = gameController.GetComponent <HUDcontroller>(); Drop = GetComponent <DroppedObject> (); anim = GetComponent <EnemyAnimController> (); }