void OnTriggerStay2D(Collider2D other) { //if(this.transform.parent!=null) if (other.gameObject.name.Contains("enemy_")&&this.gameObject.transform.parent == null) { if (timesTriggered <= 2) { timesTriggered++; GameObject ps = Instantiate (particles, transform.position, transform.rotation) as GameObject; ps.renderer.sortingLayerName = "Forground"; enemyScript = other.gameObject.GetComponent<EnemyBehavior>(); Destroy(ps, .6f); }else{ //only add bubble if there isn't already one if(!(enemyScript.hasBubble)){ //this.transform.position = other.transform.position; Destroy(this.gameObject.GetComponent<Rigidbody2D>()); this.transform.parent = other.transform; this.transform.localPosition = Vector3.zero; hit = true; enemyScript.hasBubble = true; enemyScript.bubbleAdded = Time.time; } } } }
public EnemyType(Texture2D texture, float velocity, int score, int pn, EnemyBehavior beh) { this.texture = texture; this.velocity = velocity; this.score = score; this.ParticleNumber = pn; this.Behavior = beh; }
// Update is called once per frame void Start() { mSight = GetComponent<EnemySight>(); mBehaviouir = new WonderState(); monkeyAudioSource = GetComponent<AudioSource>(); damage = new MonkeyDamage( this,materialEffect ); }
void OnTriggerEnter(Collider other) { if (other.gameObject.tag == "Enemy") { nearestEnemy = other.gameObject.GetComponent <EnemyBehavior> (); if (!nearestEnemy.isDead) { nearEnemy = true; } } }
// Use this for initialization void Start() { controller = GetComponent <Controller2D>(); enemyBehavior = GetComponent <EnemyBehavior>(); players = new List <Transform>(); GameObject[] playersGameObject = GameObject.FindGameObjectsWithTag("Player"); foreach (GameObject player in playersGameObject) { players.Add(player.transform); } }
public Enemy() { if (rand == null) { rand = new Random(); } //grayson add different types/ randomize it here! //random type type = (EnemyType)rand.Next(0, 4); //random hall hall = rand.Next(0, 6); //hall = 4; // random pos //different halls random positions if (hall == 0) { pos = new Vector3(rand.Next(95, 130), 5f, -200); rot = MathHelper.ToRadians(0); } else if (hall == 1) { pos = new Vector3(235, 5f, rand.Next(-15, 15)); rot = MathHelper.ToRadians(270); } else if (hall == 2) { //pos = new Vector3(100, 5f, 200); pos = new Vector3(rand.Next(90, 105), 5f, rand.Next(150, 200)); rot = MathHelper.ToRadians(180); } else if (hall == 3) { pos = new Vector3(rand.Next(-130, -100), 5f, 200); rot = MathHelper.ToRadians(150); } else if (hall == 4) { pos = new Vector3(-225, 5f, rand.Next(-15, 15)); rot = MathHelper.ToRadians(90); } else { pos = new Vector3(rand.Next(-140, -100), 5f, -205); } //rot = MathHelper.ToRadians(rand.Next(0, 360)); radius = 5f; behavior = EnemyBehavior.Attack; }
private void SpawnEnemy(Vector3 spawnPost) { if (m_EnemyEnergy.SpawnPlayer(EneDef.EnergyCost)) { GameObject enemy = Instantiate(m_EnemyPfab, spawnPost, Quaternion.identity, m_EnemysGroup.transform); EnemyBehavior eb = enemy.GetComponent <EnemyBehavior>(); eb.Init(this, EneDef.SpawnTime); m_Enemyers.Add(eb); } }
void ScheduleNewEnemy(GameObject gameObject, EnemyBehavior enemyBehavior) { foreach (var enemyData in Enemies) { if (enemyData.Pool.Contains(gameObject)) { DeployEnemies(enemyData); return; } } }
private void OnTriggerEnter(Collider other) { if (other.CompareTag("Enemy")) { if (!other.isTrigger) //can't hit the enemy's weapon { EnemyBehavior enemyBehavior = other.GetComponent <EnemyBehavior>(); enemyBehavior.HitMe(transform, weaponScript.dmg); } } }
void Awake() { // Set up references enemyBehavior = GetComponent<EnemyBehavior>(); enemyStats = GetComponent<EnemyStats>(); // Subscribe to appropriate events References.stateManager.changeState += onStateChange; enemyBehavior.changeOfActions += onChangeAction; enemyBehavior.onEnemyDeath += onDeath; }
void Freeze() { frozen = true; spawnParticles.SetActive(true); spawnParticles.GetComponent <Renderer>().material.mainTexture = Resources.Load <Texture>("particle-blue"); ParticleSystem.EmissionModule em = particleSystem.emission; em.enabled = true; EnemyBehavior mover = GetComponent <EnemyBehavior> (); mover.setMoveSpeed(moveSpeed / 2f); freezeTimer = Time.time + 3.5f; }
/// <summary> /// 生成横向pingpong敌人 /// </summary> /// <param name="count"></param> private void SpawnHorizontalPingpongEnemy() { var pos = GetStartPosition(true); for (int i = 0; i < pos.Length; i++) { enemyBehavior = new EnemyBehavior(); enemyBehavior.pingpongBehavior = PingpongBehavior.Horizontal; var entity = entityFactoryService.CreateEnemy(UidUtils.Uid, pos[i], EnemyType.PingpongBehavior, enemyBehavior, speed); pingPongEnemyList.Add(entity); } }
void checkDeadEnemies() { foreach (GameObject o in enemies) { behavior = o.GetComponent <EnemyBehavior> (); if (behavior.isDead()) { enemies.Remove(o); Destroy(o); } } }
private void HighlightCurrentEnemy() { //lighten the models EnemyBehavior current = _enemyList[_targetController.GetCurrentIndex()]; MeshRenderer[] meshList = current.GetComponentsInChildren <MeshRenderer>(); foreach (MeshRenderer mesh in meshList) { mesh.material = _enemyOriginal; } }
// Start is called before the first frame update void Start() { _renderer = GetComponent <Renderer>(); if (hasBehavior) { enemyBehaviorScript = GetComponent <EnemyBehavior>(); } currentEnemyHealth = maxenemyHealth; healthBar.SetMaxHealth(currentEnemyHealth); rbEnemy = transform.GetComponent <Rigidbody>(); }
void OnTriggerEnter2D(Collider2D other) { if (other.gameObject.name == "EnemyPosition") { EnemyScript enemy = other.GetComponent <EnemyScript>(); EnemyBehavior b = enemy.GetComponentInParent <EnemyBehavior>(); if (GetComponentInParent <PathScript>().id == b.pathId && b.useCustomPath) { enemy.StartCoroutine("ChangeDirection"); } } }
//Kollar om man nuddar en fiendes hitbox //Alla fiender har ett child objekt som har deras hitbox på sig. Den boxcollidern måste vara triggerd - KJ private void OnTriggerEnter2D(Collider2D collision) { //Skaffar referense till enemyns EnemyBehavior script, för att kunna veta hur mycket skada spelaren ska ta EnemyBehavior enemy = collision.GetComponentInParent <EnemyBehavior>(); //om enemy == null betyder det att det blev en collision med en boxcollider som var triggerd, men inte var en enemy. //därför ska spelaren inte ta skada - KJ if (enemy != null && !enemy.isDead) { TakeDamage(enemy.damage); } }
private void HitTarget() { if (this.targetAtAttackTime == null) { throw new ApplicationException("HitTarget() called with targetAtAttackTime==null"); } this.hasAttackProced = true; var targetEnemyBehavior = this.targetAtAttackTime.GetComponent <EnemyBehavior>(); targetEnemyBehavior.TakeHit(this.damage); this.targetAtAttackTime = null; }
void RayCastShooting() { if (Physics.Raycast(fpsCam.transform.position, fpsCam.transform.forward, out hit, shootingRange)) { if (hit.transform.tag == "Enemy") { EnemyBehavior _enemyScript = hit.transform.gameObject.GetComponent <EnemyBehavior>(); _enemyScript.SetKnockbackState(); Debug.Log(hit.transform.name); } } }
// Use this for initialization void Start() { if (portadorVida.tag == "Player") { this.player = portadorVida.GetComponent("PlayerBehavior") as PlayerBehavior; this.status = this.player.getStatus(); } else if (portadorVida.tag == "inimigo") { this.inimigo = portadorVida.GetComponent("EnemyBehavior") as EnemyBehavior; this.status = this.inimigo.getStatus(); } this.HPTotal = this.status.hp; }
public void BehaviorPointAndShoot() { targetPos = playerT.position + Vector3.up * Random.Range(1.5f, 5f) + Vector3.right * Random.Range(-1.5f, 1.5f); targetPos = new Vector3( Mathf.Clamp(targetPos.x, GameManager.Instance.minPosX, GameManager.Instance.maxPosX), Mathf.Clamp(targetPos.y + 1.5f, playerT.position.y + 5f, transform.position.y), 0 ); activeBehavior = EnemyBehavior.PointAndShoot; lastTimeShot = 0f; Unparent(); }
void Start() { rb = GetComponent <Rigidbody2D>(); maskIndex = LayerMask.GetMask("Solid"); boxCol = GetComponent <BoxCollider2D>(); enemyScr = GetComponent <EnemyBehavior>(); verticalTime = verticalRange; startHeight = transform.position.y; }
private void Start() // Basically Launch { enemyBehavior = shooter.parent.parent.GetComponent <EnemyBehavior>(); //enemyMaxForce = enemyBehavior.enemyMaxForce; if (enemyBehavior.listSize > 0) { GetEnemyPos(); Launch(); //GameObject light = Instantiate(clickLight, new Vector3(enemyPosition.x + randomXValue, 10 + enemyPosition.y, enemyPosition.z + randomZValue), Quaternion.Euler(90f, 0f, 0f)); //Destroy(light, 1.5f); } }
public void SpawnItem(EnemyBehavior enemy) { if (enemy.tag == "Chest") { SpawnAccessory(enemy, 100); } else { SpawnAccessory(enemy, 10); DropCoins(enemy); } }
private void OnCollisionEnter2D(Collision2D collision) { //Debug.Log("(player) Collision Enter"); if (collision.gameObject.tag.Equals("Enemy")) { //This allows custom damage to player for each enemy, i.e. bigger enemies can cause more damage - travis EnemyBehavior enemy = collision.gameObject.GetComponent <EnemyBehavior>(); int ouch = enemy.damageDealt; health -= ouch; Debug.Log("Player contact with enemy - damage: " + ouch); } }
void OnTriggerEnter(Collider collider) { Debug.Log(collider.gameObject.name); Enemy = collider.GetComponent <EnemyBehavior>(); if (Enemy != null) { Enemy.TakeDamage(GetDamage()); } if (collider.gameObject.name != "Player") { Destroy(gameObject); } }
void OnTriggerEnter2D(Collider2D hitInfo) { Debug.Log(hitInfo.name); EnemyBehavior enemy = hitInfo.GetComponent <EnemyBehavior>(); if (enemy != null) { enemy.TakeDamage(damage); } Instantiate(impactEffect, transform.position, transform.rotation); Destroy(gameObject); }
void Update() { if (Input.GetMouseButtonDown(0)) // Left Mouse Botton { Vector3 p = mMainCamera.ScreenToWorldPoint(Input.mousePosition); p.z = 0f; GameObject newEnemy = Instantiate(mPartolEnemy); newEnemy.transform.position = p; EnemyBehavior b = newEnemy.GetComponent <EnemyBehavior>(); b.SetEnemyStates(mWorldPercentBound.value(), mCenterRegion.value(), mTurnRate.value()); // Debug.Log("Mouse click:" + p); } }
public IEnumerator Execute() { StageData stageData = gameStateData.CurStageData; for (int i = 0; i < stageData.enemys.Length; i++) { EnemyData enemyData = stageData.enemys[i]; EnemyBehavior enemy = Instantiate(enemyData.enemyPrefab, enemySpawnPoint.position, enemySpawnPoint.rotation); yield return(StartCoroutine(enemy.Execute(enemyData))); Destroy(enemy.gameObject); } }
private void Start() { enemyBehavior = GetComponent <EnemyBehavior>(); rageScript = this.gameObject.GetComponentInParent <Rage>(); animator = this.gameObject.GetComponent <Animator>(); makeSnowballTimer = makeSnowball + Random.Range(0f, timerRandomizer); windUpTimer = windUp; throwBallTimer = throwBall; if (startingGun != null) { EquipGun(startingGun); } }
public Enemy( char[] chars, float emitCooldown, Projectile projectile, EnemyBehavior behavior = EnemyBehavior.Stationary, EnemyEmitPattern emitPattern = EnemyEmitPattern.Forward) { Chars = chars; EmitCooldown = emitCooldown; Projectile = projectile; Behavior = behavior; EmitPattern = emitPattern; }
// Update is called once per frame void Update() { if (AllMembersDead()) { SpawnUntilFull(); Debug.Log("Next wave"); EnemyBehavior enemyBehavior = enemyPrefab.GetComponent <EnemyBehavior>(); enemyBehavior.AddDifficulty(); movementSpeed *= 1.1f; PlayerController player = GameObject.Find("player").GetComponent <PlayerController>(); player.projectileSpeed *= 1.2f; } }
// Start is called before the first frame update void OnTriggerEnter2D(Collider2D col) { EnemyBehavior enemy = col.gameObject.GetComponent <EnemyBehavior>(); if (enemy == null) { return; } //TODO : Enlever une vie player.RemoveLives(enemy.value); GameObject.Destroy(col.gameObject); }
private IEnumerator KillAlien(GameObject alien) { yield return(new WaitForSeconds(0.2f)); if (alien != null) { EnemyBehavior enemyBehavior = alien.GetComponent <EnemyBehavior>(); if (enemyBehavior != null) { enemyBehavior.OnHit(); } } }
public bool IsWalkable(Vector3Int from, Vector3Int to, string obstructors = "") { // Check for blocks if (blockMap.HasTile(to)) { return(false); } // Check for walls string face = ""; Vector3Int wallCell = from; if (to.y > from.y) { face = "left"; } else if (to.x > from.x) { face = "right"; } else if (to.y < from.y) { face = "left"; wallCell.y--; } else if (to.x < from.x) { face = "right"; wallCell.x--; } if (maps[face].HasTile(wallCell)) { string targetWall = maps[face].GetTile(wallCell).name.ToLower(); if (targetWall.IndexOf(face) >= 0 && targetWall.IndexOf("open") < 0) { return(false); } } if (obstructors == "enemy") { GameObject [] entities = GameObject.FindGameObjectsWithTag("Enemy"); foreach (var e in entities) { EnemyBehavior es = e.GetComponent <EnemyBehavior>(); if (es.tilePosition == to && !es.dying) { return(false); } } } return(true); }
// Start is called before the first frame update public override void Start() { base.Start(); TurnTowardsBehavior turnTowardsBehavior = GetComponentInParent <TurnTowardsBehavior>(); GameObject target = null; shootObjectDetection.CanShoot += (timeSinceLastShot, projectilesActive) => { return(timeSinceLastShot > shootInterval && (maxProjectilesActive < 0 || projectilesActive < maxProjectilesActive)); }; shootObjectDetection.CreateProjectile += () => { GameObject projectile = Instantiate <GameObject>(projectilePrefab); projectile.transform.position = projectileTransform.transform.position; projectile.transform.rotation = projectileTransform.transform.rotation; Rigidbody2D rigidbody = projectile.GetComponent <Rigidbody2D>(); rigidbody.velocity = (target.transform.position - projectile.transform.position).normalized * projectileSpeed; return(projectile); }; shootObjectDetection.OnHit += (projectile, hitObject) => { //Debug.Log("Projectile Hit"); EnemyBehavior enemy = hitObject.GetComponent <EnemyBehavior>(); // filter out hits on enemies that have already been destroyed if (enemy.IsDead) { return(false); } enemy.Health -= projectileDamage; return(true); }; shootObjectDetection.OnTargetChange += (newTarget) => { turnTowardsBehavior.target = newTarget; target = newTarget; }; GameController.instance.OnRoundEnd += (roundNum) => { if (this != null && this.isPlaced) { foreach (HackableTower ht in FindObjectsOfType <HackableTower>().OrderBy(e => Random.value)) { if (ht != null && ht.Hacked) { StartCoroutine(RepairTower(ht)); return; } } } }; }
void ManageBossHealthBar() { if (bossTime == false) { progressBarImage.fillAmount = 1; } if (GameObject.Find ("Boss(Clone)")) { bossTime = true; bossInstance = GameObject.Find ("Boss(Clone)").GetComponent<EnemyBehavior>(); maxHealth = bossInstance.maxHealth; curHealth = bossInstance.health; progressBarImage.fillAmount = curHealth / maxHealth; } else if (bossTime == true) { progressBarImage.fillAmount = 0; } }
void Awake() { // Set up references enemyBehavior = GetComponent<EnemyBehavior>(); enemyStats = GetComponent<EnemyStats>(); navigation = GetComponent<NavMeshAgent>(); enemyTargetSeeking = GetComponent<EnemyTargetSeeking>(); References.stateManager.changeState += onStateChange; enemyBehavior.changeOfActions += onChangeAction; enemyBehavior.changeOfIntentions += onChangeIntent; enemyTargetSeeking.onTargetVisible += onTargetVisible; enemyBehavior.onEnemyDeath += onDeath; RaycastHit hitInfo; Physics.Raycast(new Ray(transform.position, Vector3.down), out hitInfo, 10000f); transform.position = new Vector3(hitInfo.point.x, hitInfo.point.y + (transform.localScale.y / 2), hitInfo.point.z); transform.LookAt(new Vector3(References.castle.transform.position.x, transform.position.y, References.castle.transform.position.z)); }
// Use this for initialization void Start() { behave = GameObject.Find("EnemyManager").GetComponent<EnemyBehavior>(); }
IEnumerator makePlayerHitEnemyWhenDone(EnemyBehavior enemy) { while (playerObj.isPunchingEnemy) { yield return null; } //enemy.Damage(1); HitEnemy (enemy); yield return null; }
IEnumerator checkIfPlayerHitsEnemyWhileMissing(EnemyBehavior enemy) { while (playerObj.isPunchingAir) { yield return null; } if (enemy.inPosition) { //enemy.Damage (1); HitEnemy (enemy); } else { soundContainer.PlayAudio(SoundContainerScript.audioClips.miss); } yield return null; }
// Use this for initialization void Start() { script = GameObject.Find("EnemyManager").GetComponent<EnemyBehavior>(); script.alive++; }
private void SpawnAccessory(EnemyBehavior enemy, float dropChance) { GameObject accessory = RandomAccessory((int) enemy.IncludedDrops); if (enemy.tag == "Chest") { accessory = ChestAccessory((int) enemy.IncludedDrops); } if (accessory != null && Random.Range(0, 100) < dropChance) { GameObject instance = Instantiate(accessory, enemy.gameObject.transform.position, Quaternion.identity) as GameObject; instance.GetComponent<Rigidbody2D>().velocity = new Vector2(Random.Range(-4, 4), Random.Range(0, 4)); StartCoroutine(EnablePickup(instance, 2f)); } }
private void DropCoins(EnemyBehavior enemy) { GameObject instance = Instantiate(Resources.Load("Coin", typeof(GameObject)), enemy.gameObject.transform.position, Quaternion.identity) as GameObject; instance.GetComponent<Coin>().CoinAmount = Random.Range((int)(enemy.coinDropAmount*0.7), enemy.coinDropAmount); instance.GetComponent<Rigidbody2D> ().velocity = new Vector2 (Random.Range (-4, 4), Random.Range (0, 4)); }
// Use this for initialization void Start() { EB = transform.parent.parent.gameObject.GetComponent<EnemyBehavior>(); HealthPoints = EB.HealthPoints; }
private bool shootEvent = false; //activate the event parameters only once (call once) #endregion Fields #region Methods // Use this for initialization void Start() { Player = GameObject.FindGameObjectWithTag("Player"); enemyControl = GameObject.Find("EnemyManager").GetComponent<EnemyBehavior>(); }
public void Start() { enemy = GameObject.Find("EnemyManager").GetComponent<EnemyBehavior>(); seeker = GetComponent<Seeker>(); controller = GetComponent<CharacterController>(); //script = GetComponent<PlayerHealth>(); //eventScript = FindClosestPath().GetComponent<PathEvent>(); //waitScript = GameObject.FindGameObjectWithTag("Player").GetComponent<PlayerHealth>(); startpeed = speed; //Store the speed of movement just incase. //Start a new path to the targetPosition, return the result to the OnPathComplete function seeker.StartPath (transform.position,FindClosestPath().transform.position, OnPathComplete); }
void Awake() { base.Awake(); enemyBehavior = GetComponent<EnemyBehavior>(); }
// Use this for initialization void Start() { if (portador.tag == "Player") { this.player = portador.GetComponent("PlayerBehavior") as PlayerBehavior; this.defesaAtual = this.status.defesa+this.player.getStatus().defesa; } else if (portador.tag == "inimigo") { this.inimigo = portador.GetComponent("EnemyBehavior") as EnemyBehavior; this.defesaAtual = this.status.defesa + this.inimigo.getStatus().defesa; } this.defesaBase = this.defesaAtual; this.buffPortador(); }
private void HitEnemy(EnemyBehavior enemy) { switch (enemy.enemytype) { case EnemyBehavior.type.basic: enemy.Damage(1); soundContainer.PlayAudio(SoundContainerScript.audioClips.hit); break; case EnemyBehavior.type.puukko: if(enemy.staggering) { enemy.Damage(1); soundContainer.PlayAudio(SoundContainerScript.audioClips.hit); } break; case EnemyBehavior.type.shield: if(enemy.staggering) { enemy.Damage(1); soundContainer.PlayAudio(SoundContainerScript.audioClips.hit); } else { enemy.staggering = true; } break; default: break; } }
void Awake() { enemyBehavior = GetComponent<EnemyBehavior>(); }