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> ();
 }
Exemple #5
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    void Start()
    {
        hpSysytem = gameObject.GetComponent<HPSysytem>();
        damageSystem = gameObject.GetComponent<DamageSystem>();

        enemyAnim = gameObject.GetComponent<EnemyAnimController>();

        FindHumans();
    }
Exemple #6
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    // 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>();
    }
Exemple #9
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        /// <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;
        }
Exemple #10
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    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();
        }
    }
Exemple #12
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 void Awake()
 {
     hud  = gameController.GetComponent <HUDcontroller>();
     Drop = GetComponent <DroppedObject> ();
     anim = GetComponent <EnemyAnimController> ();
 }