// Start is called before the first frame update void Start() { enemy = GameObject.FindGameObjectWithTag("Enemy").GetComponent <EnemyMover>(); enemy.WalkForward = true; Health = 100; knack = GameObject.FindGameObjectsWithTag("Knack"); }
protected override void Awake() { base.Awake(); enemyMover = GetComponent <EnemyMover>(); enemySensor = GetComponent <EnemySensor>(); enemyAttack = GetComponent <EnemyAttack>(); }
public virtual EnemyMover SwitchMover(System.Type switchTo) { if (switchTo == null) { Debug.LogError("Switching to empty mover is nono"); return(null); } EnemyMover[] currentMovers = GetComponents <EnemyMover>(); if (currentMovers == null) { Debug.LogError("Something went wrong while switching movers"); } else { foreach (EnemyMover mover in currentMovers) { Destroy(mover); } } EnemyMover newMover = CreateMover(switchTo); this._myMover = newMover; return(newMover); }
void Start() { //Debug.Log (transform.localScale); GameObject gameControllerObject = GameObject.FindWithTag("GameController"); if (gameControllerObject != null) { gameController = gameControllerObject.GetComponent <GameController>(); } if (gameController == null) { Debug.Log("Cannot find 'GameController' script\n"); scaleUp = 1; } else { scaleUp = CalScaleUp(gameController.GetLevel()); } transform.localScale *= scaleUp; enemyMover = gameObject.GetComponentInParent <EnemyMover>(); if (enemyMover == null) { Debug.Log("Cannot find 'EnemyMover' Script"); } //else Debug.Log ("Found 'EnemyMover' Script"); player = GameObject.FindWithTag("Player"); StartCoroutine(Detect()); }
protected override void Awake() { base.Awake(); m_board = Object.FindObjectOfType <Board>().GetComponent <Board>(); m_enemyMover = GetComponent <EnemyMover>(); m_enemySenor = GetComponent <EnemySensor>(); }
public EnemyAnimator(Animator animator, EnemyMover enemyMover, EnemyRotator enemyRotator, EffectGenerator[] effectGenerators, PhysicsAttackable[] attackables) { this.animator = animator; this.enemyMover = enemyMover; this.enemyRotator = enemyRotator; this.effectGenerators = effectGenerators; this.attackables = attackables; }
private void Awake() { mover = GetComponent <EnemyMover>(); fighter = GetComponent <EnemyFighter>(); health = GetComponent <Health>(); player = GameObject.FindWithTag("Player").transform; playerController = player.gameObject.GetComponent <PlayerController>(); }
protected override void Awake() { base.Awake(); _board = FindObjectOfType <Board>().GetComponent <Board>(); _enemyMover = GetComponent <EnemyMover>(); _enemySensor = GetComponent <EnemySensor>(); _enemyAttack = GetComponent <EnemyAttack>(); }
public void Construct(EnemyBehavior behevior, EnemyHealth health, EnemyAnimatorController animatorController, EnemyMover enemyMover, EnemyDistanceSkills distanceSkills, Shooter shooter) { _behevior = behevior; _health = health; _animatorController = animatorController; _enemyMover = enemyMover; _distanceSkills = distanceSkills; _shooter = shooter; }
void Start() { enemyShips = new List <List <GameObject> >(); retryHandler = GetComponent <RetryHandler>(); mover = GetComponent <EnemyMover>(); CreatePlayer(); InitiateStageOne(); SuspendShips(); }
private void SpawnEnemy() { score++; spawnedEnemies.text = score.ToString(); GetComponent <AudioSource>().PlayOneShot(enemySpawnedSFX); EnemyMover newEnemy = Instantiate(enemyList[0], transform.position, transform.rotation) as EnemyMover; newEnemy.transform.parent = transform; }
protected override void Awake() { base.Awake(); m_board = Object.FindObjectOfType <Board>().GetComponent <Board>(); m_enemyMover = GetComponent <EnemyMover>(); m_enemySensor = GetComponent <EnemySensor>(); m_enemyDeath = GetComponent <EnemyDeath>(); m_player = Object.FindObjectOfType <PlayerManager>().GetComponent <PlayerManager>(); }
public override void Initialize() { base.Initialize(); board = FindObjectOfType <Board>(); enemyMover = GetComponent <EnemyMover>(); enemieSensor = GetComponent <EnemySensor>(); enemyAttack = GetComponent <EnemyAttack>(); enemyMover.FinishMovementEvent.AddListener(() => FinishTurn()); }
private void Awake() { animator = GetComponent <Animator>(); player = GameObject.FindGameObjectWithTag("Player").transform; guardPosition = transform.position; mover = GetComponent <EnemyMover>(); playerFighter = player.GetComponent <PlayerFighter>(); myCollider = GetComponent <Collider2D>(); stashSystem = FindObjectOfType <WeaponStashSystem>(); }
private void Awake() { _enemyMover = new EnemyMover(GetComponent <Rigidbody>(), transform); if (isShotable == false) { return; } _enemyShooter = GetComponent <EnemyShooter>(); }
private void Awake() { _mover = GetComponent <EnemyMover>(); _state = GetComponent <EnemyState>(); _animator = GetComponent <FSM>(); _input = GetComponent <ICharacterInput <EnemyInput> >(); _input.OnReceivedInput += HandleReceivedInput; _hitBox.OnHit += HandleOnHit; _launcher.Target = FindObjectOfType <PlayerCharacter>().HittingPoint; _animator.Subscribe(Animation.AnimationState.Completed, HandleAnimationEvent); }
public void TakeDamage(EnemyMover enemy) { GetComponent <AudioSource>().PlayOneShot(damageSFX); health -= enemy.attackPower; healthText.text = health.ToString(); StartCoroutine(FlashHit()); if (health <= 0) { DestroyBase(); } }
private void Awake() { _shooter = GetComponent <EnemyShooter>(); _mover = GetComponent <EnemyMover>(); _jumper = GetComponent <EnemyJumper>(); _enemyAnimator = GetComponent <EnemyAnimator>(); _health = GetComponent <Health>(); _collider = GetComponent <BoxCollider>(); _enemyHolder = FindObjectOfType <EnemyHolder>(); _characterAudio = GetComponent <CharacterAudio>(); }
private void OnTriggerEnter(Collider collider) { if (collider.tag == "Enemy") { EnemyMover monster = collider.gameObject.GetComponent <EnemyMover>(); if (!monster.IsDying()) { gameController.GameOver(false); } } }
IEnumerator <WaitForSeconds> SpawnEnemies( ) { for (int i = 0; i < numberOfEnemies; i++) { EnemyMover enemy = Instantiate(enemyPrefab, transform.position, Quaternion.identity); enemy.transform.parent = parent; scoreText.text = (scoreMultiplier * (i + 1)).ToString( ); FindObjectOfType <AudioSource>( ).PlayOneShot(spawnSFX); yield return(new WaitForSeconds(secondsBetweenSpawns)); } }
void OnTriggerEnter(Collider other) { // End the game if an enemy not in the dying state hits us. if (other.tag == "Enemy") { EnemyMover badGuy = other.gameObject.GetComponent <EnemyMover>(); if (!badGuy.IsDying()) { gameController.GameOver(false); } } }
void FixedUpdate() { if (!isSceneLoaded) { return; } if (UIObject.GetComponent <UIInfo>().enemyStatusUIGroup.activeInHierarchy&& selectedCharacter == null) { UIObject.GetComponent <UIInfo>().enemyStatusUIGroup.SetActive(false); } else if (!UIObject.GetComponent <UIInfo>().enemyStatusUIGroup.activeInHierarchy&& selectedCharacter != null) { UIObject.GetComponent <UIInfo>().enemyStatusUIGroup.SetActive(true); } if (turn == 1) { bool b = true; foreach (Character e in enemies) { if (e.type != Character.Type.Enemy || !e.Alive) { continue; } EnemyMover em = (EnemyMover)e.Mover; if (!em.Moved) { b = false; break; } } if (b) { NextTurn(); } } // 재시작 기능 /* * if (!player.Alive && Input.GetKeyDown(KeyCode.R)) * { * restartText.SetActive(false); * player.GetComponent<Inventory>().RemoveAllItems(); // 가지고 있던 모든 아이템을 잃음 * player.GetComponent<Inventory>().Gold /= 2; * player.Revive(); * //mapLevel[map.mapName]--; * mapLevel--; * ChangeScene("Town"); * } */ }
public static int totalEnemies; //reset during game over // Use this for initialization void Start() { Mover = GetComponentInParent <EnemyMover>(); AI = GetComponentInParent <FSM>(); Shooter = GetComponentInParent <EnemyShooter>(); CurrentTurn = FindObjectOfType <Turn>(); //meshes firingMesh.SetActive(false); meleeMesh.SetActive(false); acting = false; }
protected override void Awake() { base.Awake(); m_board = Object.FindObjectOfType <Board>().GetComponent <Board>(); m_enemyMover = GetComponent <EnemyMover>(); m_enemySensor = GetComponent <EnemySensor>(); m_enemyAttack = GetComponent <EnemyAttack>(); m_skeletonArrow = GetComponent <ShootArrow>(); godMode = Object.FindObjectOfType <GodModeManager>(); }
public List <EnemyManager> FindEnemiesAt(Node node) { List <EnemyManager> foundEnemies = new List <EnemyManager>(); EnemyManager[] enemies = Object.FindObjectsOfType <EnemyManager>() as EnemyManager[]; foreach (EnemyManager enemy in enemies) { EnemyMover mover = enemy.GetComponent <EnemyMover>(); if (mover.CurrentNode == node) { foundEnemies.Add(enemy); } } return(foundEnemies); }
void Start() { GameObject gameControllerObject = GameObject.FindWithTag("GameController"); if (gameControllerObject != null) { gameController = gameControllerObject.GetComponent <GameController>(); } if (gameController == null) { Debug.Log("Cannot find 'GameController' script"); } blockSpeed = GetComponentInParent <EnemyMover>(); }
// This moves the enemy in the game running environment void Update() { Vector3 outPos; Quaternion outRot; Waypoint outWay; EnemyMover.Solve(gameObject.GetHashCode(), transform.position, transform.rotation, moveSpeed, rotationSpeed, Time.deltaTime, target, 0.25f, out outPos, out outRot, out outWay); transform.position = outPos; transform.rotation = outRot; target = outWay; currentPosition = transform.position; currentRotation = transform.rotation; }
// This siumulates the enemy's movement based on the actual enemy movement public void Simulate(float time) { Vector3 outPos; Quaternion outRot; Waypoint outWay; EnemyMover.Solve(gameObject.GetHashCode(), dummyPosition, dummyRotation, moveSpeed, rotationSpeed, time, dummyTarget, 0.25f, out outPos, out outRot, out outWay); dummyPosition = outPos; dummyRotation = outRot; dummyTarget = outWay; currentPosition = dummyPosition; currentRotation = dummyRotation; }
void Start() { this.cc = this.GetComponent <CircleCollider2D>(); this.cc.enabled = true; if (this.movement == null) { this.movement = this.GetComponent <EnemyMover>(); } this.enemyField = GameObject.FindWithTag("Enemies").GetComponent <Transform>(); this.gameController = GameObject.FindWithTag("GameController").GetComponent <GameController>(); this.fighterRespawn = GameObject.FindWithTag("Respawn").transform; this.fighter = this.fighterRespawn.GetComponentInChildren <FighterController>(); this.sfx = GameObject.FindWithTag("Audio_SFX").GetComponent <AudioSource>(); this.timeUntilAttack = this.attackCooldownMin + UnityEngine.Random.value * (this.attackCooldownMax - this.attackCooldownMin); this.state = EnemyState.Idle; }
IEnumerator PickSniperRoutine() { yield return(new WaitForSeconds(delay)); activateActivableEvent.Invoke(); EnemyManager nearestEnemy = _board.FindNearestEnemy(); if (nearestEnemy != null) { EnemyMover nearestMoverDest = nearestEnemy.GetComponent <EnemyMover>(); _player_mover.destination = nearestMoverDest.CurrentNode.transform.position; _player_mover.FaceDestination(); sniperAudio.Play(); nearestEnemy.Die(); } }