// Start is called before the first frame update void Start() { beatOffset = .25f * BeatTimingController.instance.BeatFactor; secOffset = BeatManager.instance.SecPerBeat * beatOffset; distanceToPlayer = gameObject.transform.position.x + GameObject.FindGameObjectWithTag("Player").transform.position.x; enemyMovementController = GetComponent <EnemyMovementController>(); }
void Start() { altar = GameObject.Find("Altar"); target = altar; movementController = GetComponent <EnemyMovementController>(); attackComponent = GetComponent <AttackComponent>(); }
// Use this for initialization void Start() { GetEnemyMovementCtrl = GetComponent <EnemyMovementController>(); SetDirector(GetComponentInParent <GroupDirector>()); playerT = GameObject.FindGameObjectWithTag("Player").transform; myAction = EnemyActions.None; }
void Start() { // waypoints = new List<Transform>(); enemyAttack = GetComponent <EnemyAttack>(); enemyMovementController = GetComponent <EnemyMovementController>(); currentState.InitState(this); }
public void SetupNewEnemy(CreateEnemy enemy, GameObject spawnArea = null) { if (spawnArea == null) { int i = Random.Range(0, spawnAreas.Length); spawnArea = spawnAreas[i]; } Vector3 spawnPosition = GetSpawnPosition(spawnArea); enemy.transform.position = spawnPosition; enemy.transform.parent = this.transform; EnemyMovementController enemyMovementController = enemy.movementController; if (spawnArea.name == "Left") { enemyMovementController.movementDirection = Vector3.right; } else if (spawnArea.name == "Right") { enemyMovementController.movementDirection = Vector3.left; } else if (spawnArea.name == "Top") { enemyMovementController.movementDirection = Vector3.down; } else if (spawnArea.name == "Bottom") { enemyMovementController.movementDirection = Vector3.up; } }
void Awake() { movement = GetComponent <EnemyMovementController> (); enemyGraphics = GetComponent <EnemyGraphics> (); enemyPunch = GetComponent <EnemyPunchingController> (); playerMask = LayerMask.GetMask("Player"); }
private void Start() { rigid = gameObject.GetComponent <Rigidbody2D>(); animation = gameObject.GetComponent <SkeletonAnimation>(); enemyMovement = gameObject.GetComponent <EnemyMovementController>(); player = GameObject.Find("Player"); HPBar = GameObject.Find("HP Bar Green"); Hitbox = GameObject.Find("LightningEnchant"); }
private void Awake() { _animator = gameObject.GetComponent <Animator>(); _movementController = gameObject.GetComponent <EnemyMovementController>(); if (weapon == null) { weapon = gameObject.GetComponentInChildren <Weapon>(); } }
private void Awake() { rb2d = GetComponent <Rigidbody2D>(); characterHealth = GetComponent <CharacterHealth>(); enemyMovementController = GetComponent <EnemyMovementController>(); cf2d = new ContactFilter2D(); cf2d.layerMask = mask; cf2d.useLayerMask = true; anim = GetComponent <Animator>(); }
/*****************************************************************************************************************************************/ void Start() { StartPosX = transform.position.x; StartPosY = transform.position.y; rgb = gameObject.GetComponent <Rigidbody2D>(); //KI = transform.parent.GetComponent<EnemyMovementController>(); Need for Hirachie KI = transform.GetComponentInChildren <EnemyMovementController>(); Spawn = transform.GetComponentInChildren <EnemySpawn>(); }
public void Awake() { spriteRenderer = GetComponent <SpriteRenderer>(); characterHealth = GetComponent <CharacterHealth>(); characterLoot = GetComponent <CharacterLoot>(); enemyMovementController = GetComponent <EnemyMovementController>(); enemyAttackRanged = GetComponentInChildren <EnemyAttackRanged>(); enemyAttackMelee = GetComponentInChildren <EnemyAttackMelee>(); enemyExperience = GetComponent <EnemyExperience>(); anim = GetComponent <Animator>(); }
// Use this for initialization void Start() { topPosition = GameObject.Find("TopLimit").transform.position; bottonPosition = GameObject.Find("BottomLimit").transform.position; leftPosition = GameObject.Find("LeftLimit").transform.position; rightPosition = GameObject.Find("RightLimit").transform.position; movementController = GetComponent<EnemyMovementController>(); target = new Vector3(Random.Range(leftPosition.x, rightPosition.x), transform.position.y, Random.Range(bottonPosition.z, topPosition.z)); movementController.moveTo(target); InvokeRepeating("selectNewTarget", 15, 10); }
public void SpawnEnemy(Transform location, int nextWaypoint) { Wave wave = waves[waveIndex]; int r = Random.Range(0, wave.enemies.Length); GameObject enemy = Instantiate(wave.enemies[r], location.position, location.rotation); EnemyMovementController emc = enemy.GetComponent <EnemyMovementController>(); emc.SetWayPointIndex(nextWaypoint); enemiesAlive += 1; }
// Use this for initialization void Start() { topPosition = GameObject.Find("TopLimit").transform.position; bottonPosition = GameObject.Find("BottomLimit").transform.position; leftPosition = GameObject.Find("LeftLimit").transform.position; rightPosition = GameObject.Find("RightLimit").transform.position; movementController = GetComponent <EnemyMovementController>(); target = new Vector3(Random.Range(leftPosition.x, rightPosition.x), transform.position.y, Random.Range(bottonPosition.z, topPosition.z)); movementController.moveTo(target); InvokeRepeating("selectNewTarget", 15, 10); }
private int x, y; // coords on two dimmension array. // Use this for initialization void Start() { GameObject auxHolder = GameObject.FindGameObjectWithTag("Holder"); GameObject auxEnemyHolder = GameObject.FindGameObjectWithTag("EnemyHolder"); // Cant use SeralizeField because Enemies are prefabs enemyMovementController = auxEnemyHolder.GetComponent <EnemyMovementController>(); enemySpawnController = auxEnemyHolder.GetComponent <EnemySpawnController>(); uiController = auxHolder.GetComponent <UIController>(); mainCamera = auxHolder.GetComponent <CameraController>(); spriteRenderer = this.GetComponent <SpriteRenderer>(); layerToIgnore = enemySpawnController.getLayerToIgnore(); }
public void Activate() { RectTransform t = (RectTransform)transform; Rect rowBounds = t.rect; float y = t.position.y; float distance = rowBounds.width / numberOfShips; for (float x = distance / 2; x <= rowBounds.width - (distance / 2); x += distance) { GameObject ship = Instantiate(shipPrefab, new Vector3(t.position.x + t.rect.xMin + x, y, 0), Quaternion.identity); EnemyMovementController controller = ship.GetComponent <EnemyMovementController>(); controller.direction = direction; controller.speed = speed; EnemyController ctl = ship.GetComponent <EnemyController>(); ships.Add(ship); } }
void Start() { if (!movementController) { movementController = GetComponent <EnemyMovementController>(); } if (!animator) { animator = GetComponent <Animator>(); } for (int i = 0; i < eyes.Count; i++) { eyeMaterials.Add(eyes[i].GetComponent <MeshRenderer>().material); } if (eyeMaterials.Count > 0) { startEyeColor = eyeMaterials[0].color; } PlayerHealth.playerDeathEvent += GameOver; }
// Update is called once per frame public void Damage(float damage) { if (health > damage) { health -= damage; } else { readyToDie = true; EnemyMovementController emc = GetComponent <EnemyMovementController>(); BigEnemyMovement bem = GetComponent <BigEnemyMovement>(); if (emc) { emc.enabled = false; } if (bem) { bem.enabled = false; } StartCoroutine("Fade"); } }
/// <summary> /// Initialize Script /// </summary> public virtual void Init(EnemyManager _enemyMng) { graphics = GetComponentInChildren <EnemyGraphicController>(); enemyMng = _enemyMng; startPosition = transform.position; startRotation = transform.rotation; ResetLife(); ResetStunHit(); ResetPosition(); SetCanStun(true); // Initialize Enemy State Machine enemySM = GetComponent <EnemySMController>(); if (enemySM != null) { enemySM.Init(this); } toleranceCtrl = GetComponent <EnemyToleranceController>(); if (toleranceCtrl != null) { toleranceCtrl.Init(); } collisionCtrl = GetComponent <EnemyCollisionController>(); if (collisionCtrl != null) { collisionCtrl.Init(); } movementCtrl = GetComponent <EnemyMovementController>(); if (movementCtrl != null) { movementCtrl.Init(collisionCtrl); } animCtrl = GetComponentInChildren <EnemyAnimationController>(); if (animCtrl != null) { animCtrl.Init(this); } commandsSpriteCtrl = GetComponentInChildren <EnemySpriteController>(); if (commandsSpriteCtrl != null) { commandsSpriteCtrl.Init(this); } vfxCtrl = GetComponentInChildren <EnemyVFXController>(); if (vfxCtrl != null) { vfxCtrl.Init(this); } sfxCtrl = GetComponentInChildren <EnemySoundController>(); if (sfxCtrl != null) { sfxCtrl.Setup(this); sfxCtrl.Init(); } viewCtrl = GetComponent <EnemyViewController>(); if (viewCtrl != null) { viewCtrl.Init(); } CalculatePathLenght(); }
private void Awake() { IsFoe = true; enemyMovementController = GetComponent <EnemyMovementController>(); _renderer = GetComponentInChildren <Renderer>(); }
void Start() { enemyMovement = GetComponent <EnemyMovementController>(); }
void Start() { enemyMovementController = gameObject.GetComponent <EnemyMovementController>(); }
protected virtual void Awake() { AnimationController = GetComponent <EnemyAnimationController>(); AttributesController = GetComponent <EnemyAttributesController>(); MovementController = GetComponent <EnemyMovementController>(); }
private void Awake() { rb = GetComponent <Rigidbody>(); enemy = GetComponent <Enemy>(); movementController = GetComponent <EnemyMovementController>(); }
// Use this for initialization void Start() { instance = this; }
// Use this for initialization void Start() { emc = GetComponent <EnemyMovementController>(); ai = GetComponent <EnemyAI>(); esc = GetComponent <EnemyStaggerController>(); }
// Start is called before the first frame update void Start() { enemyMovementController = GetComponent <EnemyMovementController>(); currentState.InitState(this); }