private void SpawnEnemy()
    {
        Vector3      spawnPosition = characterAimHandler.GetPosition() + UtilsClass.GetRandomDir() * 100f;
        EnemyHandler enemyHandler  = EnemyHandler.Create(spawnPosition);

        enemyHandler.SetGetTarget(() => characterAimHandler);
    }
Exemple #2
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    public void RandomizeData()
    {
        int randomTruck = Random.Range(0, System.Enum.GetNames(typeof(GameEnums.Truck)).Length);

        truck.TruckData.truckType = (GameEnums.Truck)randomTruck;

        int randomFirePoint = EnemyHandler.RandomFirePointTypeFromComplexity();

        if (randomFirePoint < (int)GameEnums.FirePointType.D_FPType)
        {
            randomFirePoint = (int)GameEnums.FirePointType.D_FPType;
        }
        if (randomFirePoint > (int)GameEnums.FirePointType.DCMP_FPType)
        {
            randomFirePoint = (int)GameEnums.FirePointType.DCMP_FPType;
        }
        truck.TruckData.firePointType = (GameEnums.FirePointType)randomFirePoint;
        int[] gunDataTypes = EnemyHandler.PossibleGunDataTypesFromComplexity();
        for (int i = 0; i < truck.TruckData.firePointData.gunsConfigurations.Length; i++)
        {
            int randomGun     = Random.Range(1, System.Enum.GetNames(typeof(GameEnums.Gun)).Length);
            int randomGunData = Random.Range(0, gunDataTypes.Length);
            truck.TruckData.firePointData.gunsConfigurations[i].gunType     = (GameEnums.Gun)randomGun;
            truck.TruckData.firePointData.gunsConfigurations[i].gunDataType = (GameEnums.GunDataType)gunDataTypes[randomGunData];
        }
    }
Exemple #3
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    private void CharacterAimBase_OnShoot(object sender, CharacterAim_Base.OnShootEventArgs e)
    {
        Shoot_Flash.AddFlash(e.gunEndPointPosition);
        WeaponTracer.Create(e.gunEndPointPosition, e.shootPosition);
        UtilsClass.ShakeCamera(.6f, .05f);
        SpawnBulletShellCasing(e.gunEndPointPosition, e.shootPosition);

        if (weaponType == WeaponType.Shotgun)
        {
            // Shotgun spread
            int shotgunShells = 4;
            for (int i = 0; i < shotgunShells; i++)
            {
                WeaponTracer.Create(e.gunEndPointPosition, e.shootPosition + UtilsClass.GetRandomDir() * Random.Range(-20f, 20f));
                if (i % 2 == 0)
                {
                    SpawnBulletShellCasing(e.gunEndPointPosition, e.shootPosition);
                }
            }
        }

        // Any enemy hit?
        RaycastHit2D raycastHit = Physics2D.Raycast(e.gunEndPointPosition, (e.shootPosition - e.gunEndPointPosition).normalized, Vector3.Distance(e.gunEndPointPosition, e.shootPosition));

        if (raycastHit.collider != null)
        {
            EnemyHandler enemyHandler = raycastHit.collider.gameObject.GetComponent <EnemyHandler>();
            if (enemyHandler != null)
            {
                Debug.Log("Cannot Damage!");
                //enemyHandler.Damage(characterAimBase);
            }
        }
    }
Exemple #4
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    protected virtual void OnAttackApproach()
    {
        Girl girl = EnemyHandler.GetInstance().GetGirl();
        bool exit = true;

        if (state == State.ATTACKING)
        {
            if (girl != null)
            {
                if (!girl.IsTaken())
                {
                    girl.SetCaptor(this);
                    exit = false;

                    Vector3 exitPos = GetNearExitPath();
                    exitPos = NormalizeVector(exitPos);
                    StartMoving(exitPos);
                    SetState(State.KIDNAPPING);
                    SetFinishedListener(OnEscaped);
                }
            }
        }

        if (exit)
        {
            OnStartExit();
        }
    }
Exemple #5
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    private void SpawnEnemy()
    {
        Vector3      spawnPosition = player.GetPosition() + UtilsClass.GetRandomDir() * 60f;// 100f;
        EnemyHandler enemyHandler  = EnemyHandler.Create(spawnPosition);

        enemyHandler.SetGetTarget(() => player);
    }
 void OnTriggerEnter2D(Collider2D hitInfo)
 {
     if (hitInfo.CompareTag("Enemy"))
     {
         EnemyHandler enemy = hitInfo.GetComponent <EnemyHandler>();
         enemy.GetHealthSystem().Damage(dmg);
         enemy.KnockBack(400000);
         CreateText(hitInfo.transform.position);
     }
     else if (hitInfo.CompareTag("EnemyRanged"))
     {
         EnemyRangedHandler enemy = hitInfo.GetComponent <EnemyRangedHandler>();
         enemy.GetHealthSystem().Damage(dmg);
         enemy.KnockBack(400000);
         CreateText(hitInfo.transform.position);
     }
     else if (hitInfo.CompareTag("EnemySlower"))
     {
         EnemySlowerHandler enemy = hitInfo.GetComponent <EnemySlowerHandler>();
         enemy.GetHealthSystem().Damage(dmg);
         enemy.KnockBack(400000);
         CreateText(hitInfo.transform.position);
     }
     else if (hitInfo.CompareTag("Boss"))
     {
         BossHandler boss = hitInfo.GetComponent <BossHandler>();
         boss.GetHealthSystem().Damage(dmg);
         CreateText(hitInfo.transform.position);
     }
 }
    private void HandleAttack()
    {
        Vector3 attackDir = animatedWalker.GetLastMoveVector();

        if (Input.GetMouseButtonDown(0))
        {
            attackDir = (UtilsClass.GetMouseWorldPosition() - GetPosition()).normalized;
        }

        if (Input.GetKeyDown(KeyCode.Space) || Input.GetMouseButtonDown(0))
        {
            // Attack
            SetStateBusy();

            EnemyHandler enemyHandler = EnemyHandler.GetClosestEnemy(GetPosition() + attackDir * 4f, 20f);
            if (enemyHandler != null)
            {
                enemyHandler.Damage(this);
                attackDir          = (enemyHandler.GetPosition() - GetPosition()).normalized;
                transform.position = enemyHandler.GetPosition() + attackDir * -12f;
            }
            else
            {
                transform.position = transform.position + attackDir * 4f;
            }

            /*
             * unitAnimation.PlayAnimForced(UnitAnimType.GetUnitAnimType("dBareHands_PunchStartup"), attackDir, 2f, (UnitAnim unitAnim) => {
             *  unitAnimation.PlayAnimForced(UnitAnimType.GetUnitAnimType("dBareHands_PunchQuickAttack"), attackDir, 1f, (UnitAnim unitAnim2) => SetStateNormal(), null, null);
             * }, null, null);
             */

            UnitAnimType activeAnimType = unitAnimation.GetActiveAnimType();
            switch (activeAnimType.GetName())
            {
            default:
                unitAnimation.PlayAnimForced(UnitAnimType.GetUnitAnimType("dBareHands_PunchQuick"), attackDir, 1f, (UnitAnim unitAnim2) => SetStateNormal(), null, null);
                break;

            case "dBareHands_PunchQuick":
                unitAnimation.PlayAnimForced(UnitAnimType.GetUnitAnimType("dBareHands_KickQuick"), attackDir, 1f, (UnitAnim unitAnim2) => SetStateNormal(), null, null);
                break;
            }

            //unitAnimation.PlayAnimForced(UnitAnimType.GetUnitAnimType("dBareHands_PunchQuickAttack"), attackDir, 1f, (UnitAnim unitAnim2) => SetStateNormal(), null, null);

            /*
             * Transform swordSlashTransform = Instantiate(GameAssets.i.pfSwordSlash, GetPosition() + attackDir * 13f, Quaternion.Euler(0, 0, UtilsClass.GetAngleFromVector(attackDir)));
             * swordSlashTransform.GetComponent<SpriteAnimator>().onLoop = () => Destroy(swordSlashTransform.gameObject);
             *
             * UnitAnimType activeAnimType = unitAnimation.GetActiveAnimType();
             * if (activeAnimType == GameAssets.UnitAnimTypeEnum.dSwordTwoHandedBack_Sword) {
             *  swordSlashTransform.localScale = new Vector3(swordSlashTransform.localScale.x, swordSlashTransform.localScale.y * -1, swordSlashTransform.localScale.z);
             *  unitAnimation.PlayAnimForced(GameAssets.UnitAnimTypeEnum.dSwordTwoHandedBack_Sword2, attackDir, 1f, (UnitAnim unitAnim) => SetStateNormal(), null, null);
             * } else {
             *  unitAnimation.PlayAnimForced(GameAssets.UnitAnimTypeEnum.dSwordTwoHandedBack_Sword, attackDir, 1f, (UnitAnim unitAnim) => SetStateNormal(), null, null);
             * }
             */
        }
    }
    float distToPlayer; //set by the enemy handler


    // Start is called before the first frame update
    void Start()
    {
        if (states.Count == 0)
        {
            Debug.Log("No states configured!");
        }

        myHandler = GetComponent <EnemyHandler>();

        isAwake       = false;
        timePassed    = 0;
        curStateName  = StateNames.Sleeping;
        curStateIndex = -1; //ezzel jelezzuk hogy még nincs beállítva a state/alszunk

        //disabling every state behaviour so we can enable stuff when we need to
        for (int i = 0; i < states.Count; i++)
        {
            for (int j = 0; j < states[i].behaviours.Count; j++)
            {
                states[i].behaviours[j].enabled = false;
            }
        }

        //disabling these until we are awake too
        for (int i = 0; i < behavioursWhileAwake.Count; i++)
        {
            behavioursWhileAwake[i].enabled = false;
        }
    }
Exemple #9
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    public override IEnumerator Use()
    {
        effectPositions.Clear();
        float         timer         = 0;
        PlayerVisuals playerVisuals = GameData.playerManager.GetComponentInChildren <PlayerVisuals>();

        while (GameData.playerMovement.IsOnGround() == false)
        {
            GameData.playerMovement.Propel(Vector2.down * frappevelocity, true, true);
            GameData.playerMovement.inControl = false;

            playerVisuals.isSlaming = true;

            if (timer <= 0)
            {
                effectPositions.Add(GameData.playerMovement.transform.position);
                bullets.Add(Instantiate(bulletPrefab, GameData.playerMovement.transform.position, Quaternion.identity));
                timer = timePosInstantiate;
            }
            yield return(new WaitForFixedUpdate());

            timer -= Time.fixedDeltaTime;
        }
        playerVisuals.isSlaming = false;

        Instantiate(impactPrefab, (Vector2)GameData.playerMovement.transform.position + impactFxOffset, Quaternion.identity);
        for (int i = 0; i < effectPositions.Count; i++)
        {
            explosion = Instantiate(prefabexplosion, effectPositions[i], Quaternion.identity);
            explosion.transform.localScale = new Vector2(size, size);
            Destroy(bullets[i]);
        }

        bullets.Clear();

        ContactFilter2D filter = new ContactFilter2D();

        filter.SetLayerMask(LayerMask.GetMask("Enemy"));
        List <Collider2D> enemycolliders = new List <Collider2D>();

        for (int i = 0; i < effectPositions.Count; i++)
        {
            Physics2D.OverlapCircle(effectPositions[i], explosionRange, filter, enemycolliders);

            if (enemycolliders.Count > 0)
            {
                foreach (Collider2D collider in enemycolliders)
                {
                    EnemyHandler closeEnemy = collider.GetComponent <EnemyHandler>();
                    closeEnemy.SetEffect(Effect.Magnetism, duration, false);
                }
            }
        }

        GameData.playerMovement.inControl = true;

        yield return(new WaitForFixedUpdate());

        yield return(new WaitForSeconds(0.2f));
    }
Exemple #10
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    public static EnemyHandler GetClosestEnemy(Vector3 position, float maxRange)
    {
        EnemyHandler closest = null;

        foreach (EnemyHandler enemyHandler in enemyHandlerList)
        {
            if (enemyHandler.IsDead())
            {
                continue;
            }
            if (Vector3.Distance(position, enemyHandler.GetPosition()) <= maxRange)
            {
                if (closest == null)
                {
                    closest = enemyHandler;
                }
                else
                {
                    if (Vector3.Distance(position, enemyHandler.GetPosition()) < Vector3.Distance(position, closest.GetPosition()))
                    {
                        closest = enemyHandler;
                    }
                }
            }
        }
        return(closest);
    }
Exemple #11
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    void OnDestroy()
    {
        instance = null;

        levelController = null;
        currentLevel    = null;
    }
Exemple #12
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 private void Awake()
 {
     player  = GameObject.FindGameObjectWithTag("Player").GetComponent <PlayerControllerWithDashAndSprint>();
     cam     = GameObject.FindGameObjectWithTag("MainCamera").GetComponent <CameraController>();
     enemies = GameObject.FindGameObjectWithTag("Enemies").GetComponent <EnemyHandler>();
     col     = GetComponent <BoxCollider2D>();
 }
Exemple #13
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 private void Awake()
 {
     if (enemyHandler == null)
     {
         enemyHandler = GetComponent <EnemyHandler>();
     }
 }
Exemple #14
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    private void CharacterAimHandler_OnShoot(object sender, CharacterAimHandler.OnShootEventArgs e)
    {
        // Player shot weapon
        Shoot_Flash.AddFlash(e.gunEndPointPosition);
        WeaponTracer.Create(e.gunEndPointPosition, e.shootPosition);
        UtilsClass.ShakeCamera(.6f, .05f);

        // Any enemy hit?
        RaycastHit2D raycastHit = Physics2D.Raycast(e.gunEndPointPosition, (e.shootPosition - e.gunEndPointPosition).normalized, Vector3.Distance(e.gunEndPointPosition, e.shootPosition));

        if (raycastHit.collider != null)
        {
            EnemyHandler enemyHandler = raycastHit.collider.gameObject.GetComponent <EnemyHandler>();
            if (enemyHandler != null)
            {
                // Hit enemy
                int  damageAmount = UnityEngine.Random.Range(100, 200);
                bool isCritical   = UnityEngine.Random.Range(0, 100) < 30;
                if (isCritical)
                {
                    damageAmount *= 2;
                }
                // Deal damage
                enemyHandler.Damage(this, damageAmount);
                DamagePopup.Create(enemyHandler.GetPosition(), damageAmount, isCritical);
            }
        }
    }
Exemple #15
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    void FixedUpdate()
    {
        if (attackRadius.enabled)
        {
            frameCounter++;
            if (frameCounter > 3)
            {
                attackRadius.enabled = false;
                frameCounter         = 0;
            }
        }

        if (player.IsHoming())
        {
            if (Vector3.Distance(player.transform.position, destination) <= 1.0f)
            {
                player.SetHoming(false, false);
                characterModel.LookAt(new Vector3(destination.x + direction.x, characterModel.position.y, destination.z + direction.z));
                player.GetComponent <Rigidbody>().velocity = new Vector3(player.GetComponent <Rigidbody>().velocity.x / 3.0f, player.groundJumpPower * 1.1f, player.GetComponent <Rigidbody>().velocity.z / 3.0f);

                enemy.GetComponent <Rigidbody>().velocity = new Vector3(player.GetComponent <Rigidbody>().velocity.x, -player.groundJumpPower * 4.0f, player.GetComponent <Rigidbody>().velocity.z);

                if (enemy)
                {
                    enemy.Kill();
                    enemy = null;
                }
            }
            else
            {
                player.GetComponent <Rigidbody>().velocity = direction;
            }
        }
    }
Exemple #16
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    public override void Attack()
    {
        Girl girl = EnemyHandler.GetInstance().GetGirl();

        if (girl == null)
        {
            return;
        }

        if (girl.IsTaken())
        {
            return;
        }

        Stop();
        SetState(State.ATTACKING);
        target = girl.transform;
        Vector3 targetPos = target.position - ray.transform.position;

        SetRayAngle(targetPos);

        girl.SetCaptor(this);
        takingGirl           = true;
        girlStartPos         = target.position;
        girlMovementTimer    = 0f;
        girlMovementDuration = Vector3.Distance(ray.transform.position, girlStartPos) / girlMovementSpeed;
    }
Exemple #17
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    void OnTriggerEnter(Collider other)
    {
        if (!enemy)
        {
            if (other.gameObject.CompareTag("Enemy"))
            {
                //Non-obvious check: isTrigger is false when enemy is dead
                if (other.GetComponent <Collider>().isTrigger)
                {
                    other.transform.Rotate(new Vector3(0.0f, 90.0f, 0.0f));
                    if (Vector3.Dot((other.transform.forward).normalized, characterModel.forward.normalized) <= 0.0f)
                    {
                        enemy       = other.GetComponent <EnemyHandler>();
                        destination = other.transform.position;
                        direction   = (other.transform.position - player.transform.position).normalized;
                        direction  *= player.moveSpeedMultiplier * 2.0f;

                        player.SetHoming(true, false);
                        characterModel.transform.LookAt(other.transform.position);

                        attackRadius.enabled = false;
                        frameCounter         = 0;
                        return; //just want the first valid enemy we get
                    }
                    else
                    {
                        enemy = null;
                    }
                }
            }
        }
    }
Exemple #18
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    // Use this for initialization
    void Start()
    {
        //denna ordningen är ganska viktig
        teamHandler    = GameObject.FindGameObjectWithTag("TeamHandler").GetComponent <TeamHandler>();
        selector       = GameObject.FindGameObjectWithTag("PlayerHandler").GetComponent <Selector>();
        builder        = GameObject.FindGameObjectWithTag("PlayerHandler").GetComponent <Builder>();
        enemyHandler   = GameObject.FindGameObjectWithTag("EnemyHandler").GetComponent <EnemyHandler>();
        abilityManager = GameObject.FindGameObjectWithTag("AbilityManager").GetComponent <AbilityManager>();

        teamHandler.Init();
        selector.Init();
        builder.Init();
        enemyHandler.Init();
        abilityManager.Init();

        Health[] healths = (Health[])FindObjectsOfType(typeof(Health));
        for (int i = 0; i < healths.Length; i++)
        {
            healths[i].Init();
        }
        AIBase[] aiBases = (AIBase[])FindObjectsOfType(typeof(AIBase));
        for (int i = 0; i < aiBases.Length; i++)
        {
            aiBases[i].Init();
        }
        UnitSpellHandler[] unitSH = (UnitSpellHandler[])FindObjectsOfType(typeof(UnitSpellHandler));
        for (int i = 0; i < unitSH.Length; i++)
        {
            unitSH[i].Init();
        }
    }
    private EnemyHandler GetClosestEnemyHandler(Vector3 playerPosition)
    {
        const float  maxDistance = 50f;
        EnemyHandler closest     = null;

        foreach (EnemyHandler enemyMeleeHandler in enemyMeleeHandlerList)
        {
            if (Vector3.Distance(playerPosition, enemyMeleeHandler.GetPosition()) > maxDistance)
            {
                continue;
            }

            if (closest == null)
            {
                closest = enemyMeleeHandler;
            }
            else
            {
                if (Vector3.Distance(playerPosition, enemyMeleeHandler.GetPosition()) < Vector3.Distance(playerPosition, closest.GetPosition()))
                {
                    closest = enemyMeleeHandler;
                }
            }
        }
        return(closest);
    }
    public override void DealDamageToEnemy(EnemyHandler enemy)
    {
        Vector2 kickDirection = new Vector2(enemy.transform.position.x - GameData.playerMovement.transform.position.x, enemy.transform.position.y - GameData.playerMovement.transform.position.y).normalized;

        GameData.playerMovement.DisableControl(0.3f, false);
        enemy.TakeDamage(1, kickDirection * enemyKnockBackForce + addedEnemyKnockBack);
        GameData.playerGrapplingHandler.ReleaseHook();
    }
Exemple #21
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    public static EnemyHandler Create(Vector3 position)
    {
        Transform enemyTransform = Instantiate(GameAssets.i.pfEnemy, position, Quaternion.identity);

        EnemyHandler enemyHandler = enemyTransform.GetComponent <EnemyHandler>();

        return(enemyHandler);
    }
Exemple #22
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    Vector3 dirToTarget; //the normalized direction


    // Start is called before the first frame update
    void Start()
    {
        myHandler   = GetComponent <EnemyHandler>();
        myTrans     = GetComponent <Transform>();
        myRigidbody = GetComponent <Rigidbody2D>();

        myTrans.position = new Vector3(myTrans.position.x, myTrans.position.y, 0); //setting z position to be 0
    }
Exemple #23
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 void Awake()
 {
     GMobj       = GameObject.Find("GM");
     GM          = GMobj.GetComponent <GameMaster>();
     EH          = GMobj.GetComponent <EnemyHandler>();
     rageTracker = GM.GetComponent <RageTracker>();
     Player      = GameObject.FindGameObjectWithTag("Player").transform;
     FireTimer   = EH.gruntFireRate;
 }
Exemple #24
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 void Start()
 {
     GMobj       = GameObject.Find("GM");
     GM          = GMobj.GetComponent <GameMaster>();
     EH          = GMobj.GetComponent <EnemyHandler>();
     rb          = GetComponent <Rigidbody2D>();
     rb.velocity = transform.right * EH.gruntBulletSpeed;
     BulletTimer = EH.gruntBulletLife;
 }
    private void Start()
    {
        cameraFollow.Setup(GetCameraPosition, () => 90f, true, true);

        FunctionPeriodic.Create(SpawnEnemy, 2f);
        EnemyHandler.Create(new Vector3(20, 0));

        characterAimHandler.OnShoot += CharacterAimHandler_OnShoot;
    }
    private void EnemyHandler_OnDead(object sender, System.EventArgs e)
    {
        EnemyHandler enemyMeleeHandler = sender as EnemyHandler;

        FindObjectOfType <AudioManager>().Play("SlashEnemyKill");
        enemyMeleeHandlerList.Remove(enemyMeleeHandler);
        playerHandler.GetRewards(20 + lvl, 10 + lvl);
        Instantiate(GameAssets.i.psMelee, enemyMeleeHandler.transform.position, Quaternion.identity);
    }
    private void SpawnEnemy()
    {
        Vector3 spawnPosition = Vector3.zero + UtilsClass.GetRandomDir() * 40f;

        if (characterAimHandler != null)
        {
            spawnPosition = characterAimHandler.GetPosition() + UtilsClass.GetRandomDir() * 40f;
        }
        EnemyHandler.Create(spawnPosition);
    }
Exemple #28
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    // Start is called before the first frame update
    void Start()
    {
        myHandler   = GetComponent <EnemyHandler>();
        myTrans     = GetComponent <Transform>();
        myRigidbody = GetComponent <Rigidbody2D>();

        targetTrans = GameManagerScript.Instance.playerTransform;                  //automatically set it as the player thru the gameManager

        myTrans.position = new Vector3(myTrans.position.x, myTrans.position.y, 0); //setting z position to be 0
    }
Exemple #29
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 // Update is called once per frame
 void FixedUpdate()
 {
     if (trigger)
     {
         trigger = false;
         var newEnemy = (GameObject)Instantiate(enemyPrefab, spawnPoint.position, Quaternion.identity);
         enemy        = newEnemy.GetComponent <EnemyHandler>();
         enemy.points = patrolPoints;
     }
 }
 void Awake()
 {
     GMobj = GameObject.Find("GM");
     GM    = GMobj.GetComponent <GameMaster>();
     EH    = GMobj.GetComponent <EnemyHandler>();
     EB.GetComponent <AstarEnemyBehaviour>();
     rageTracker     = GM.GetComponent <RageTracker>();
     EnemyBody       = GetComponent <Rigidbody2D>();
     ThisGruntHealth = EH.gruntHealth;
 }
Exemple #31
0
    void SweepDestructedEnemies()
    {
        //Copied to prevent issues when removing elements from List
        EnemyHandler[] CopyOfEnemiesAsArray = new EnemyHandler[Master.Enemies.Count];
        Master.Enemies.CopyTo(CopyOfEnemiesAsArray);

        foreach(EnemyHandler Enemy in CopyOfEnemiesAsArray){
            if(Enemy.IsQueuedForDestruct){
                Master.Enemies.Remove(Enemy);
                Destroy(Enemy.gameObject);
            }
        }
    }
        public void LoadMap(string mapName)
        {
            mapTiles.Clear();

            StreamReader reader = new StreamReader(@"..\..\Resources\Maps\ShadowMountains\" + mapName + ".txt");
            this.enemyHandler = new EnemyHandler();
            int y = 0;

            while (!reader.EndOfStream)
            {
                string line = reader.ReadLine();

                for (int x = 0; x < line.Length; x++)
                {
                    Tile t = new Tile();

                    t.TileLocation = new Point(x * 40, y * 40);

                    if (line[x].ToString() == "1")
                    {

                        t.TileImg = Properties.Resources.GrassTile;
                        t.Walkable = true;
                    }
                    if (line[x].ToString() == "0")
                    {
                        t.TileImg = Properties.Resources.WaterTile;
                        t.Walkable = false;
                    }

                    mapTiles.Add(t);
                }

                y++;
            }

            this.enemyHandler.LoadEnemies(mapName);
            this.enemyList = this.enemyHandler.EnemyList;
            this.LoadEnemies();

            reader.Close();
        }