public override void OnStateEnter() { //Debug.Log("Entered Patrol state"); thisAgent = agent.GetComponent <NavMeshAgent>(); agentHealth = agent.GetComponent <Health>(); shootingScript = agent.GetComponent <EnemyShooting>(); doubleStats = agent.GetComponent <DoubleStatsSpecial>(); if (doubleStats != null && doubleStats._areStatsBuffed) { defaultAiSpeed = agent._mech.fowardMoveSpeed * 2; } else { defaultAiSpeed = agent._mech.fowardMoveSpeed; } thisAgent.SetDestination(agent.transform.position); agentHealth._myAttacker = null; agent.getValidTargets.Clear(); timerCount = patrolTimer; }
void Update() { //Health if (curHealth <= 0) { transform.position = new Vector3(-7, -2, -4); curHealth = maxHealth; score.MinusScoreDeath(); } // Walk if (Input.GetKey("d")) { transform.position += Vector3.right * speed * Time.deltaTime; attackPos = attackPosR; } if (Input.GetKey("a")) { transform.position += Vector3.left * speed * Time.deltaTime; attackPos = attackPosL; } //Jump if (Input.GetKey("w") && Mathf.Abs(_rigidbody.velocity.y) < 0.001f) { _rigidbody.AddForce(new Vector2(0, JumpForce), ForceMode2D.Impulse); } //Attack if (timeBtwAttack <= 0) { if (Input.GetKey(KeyCode.Space)) { Collider2D[] enemiesToDamage = Physics2D.OverlapCircleAll(attackPos.position, attackRange, whatIsEnemies); for (int i = 0; i < enemiesToDamage.Length; i++) { SlimeEnemyMovement Senemy = enemiesToDamage[i].GetComponent <SlimeEnemyMovement>(); if (Senemy != null) { Senemy.TakeDamage(damage); } EnemyShooting Eenemy = enemiesToDamage[i].GetComponent <EnemyShooting>(); if (Eenemy != null) { Eenemy.TakeDamage(damage); } ShootingBoss Benemy = enemiesToDamage[i].GetComponent <ShootingBoss>(); if (Benemy != null) { Benemy.TakeDamage(damage); } } } timeBtwAttack = startTimeBtwAttack; } else { timeBtwAttack -= Time.deltaTime; } }
public override void OnStateEnter() { //Debug.Log("Entered Chase state"); thisAgent = agent.GetComponent <NavMeshAgent>(); shootingScript = agent.GetComponent <EnemyShooting>(); thisAgentHealth = agent.GetComponent <Health>(); doubleStats = agent.GetComponent <DoubleStatsSpecial>(); if (doubleStats != null && doubleStats._areStatsBuffed) { dashSpeed = agent._mech.dashSpeed * 2; dashTimeLimit = agent._mech.dashTimeLimit * 2; defaultAiSpeed = agent._mech.fowardMoveSpeed * 2; } else { dashSpeed = agent._mech.dashSpeed; dashTimeLimit = agent._mech.dashTimeLimit; defaultAiSpeed = agent._mech.fowardMoveSpeed; } minRangeBeforeDashAllowed = agent._mech.range / 2; maxStoppingDist = agent._mech.range - 20f; thisAgent.SetDestination(agent.transform.position); }
void Start() { animator = GetComponent <Animator>(); rb = GetComponent <Rigidbody2D>(); shooting = GetComponent <EnemyShooting>(); shooting.enabled = false; }
private void Awake() { Health health = GetComponent <Health>(); EnemyShooting shooting = GetComponent <EnemyShooting>(); shooting.ShotFired += () => onShotFiredAudio.Play(audioSource); }
public GameObject createEnemy() { GameObject gameObject = Instantiate(enemyPrefab); EnemyController enemyController = gameObject.GetComponentInChildren <EnemyController> (); EnemyMovement enemyMovement = gameObject.GetComponentInChildren <EnemyMovement> (); EnemyShooting enemyShooting = gameObject.GetComponentInChildren <EnemyShooting> (); enemyController.energy = energy; enemyController.energyDelay = energyDelay; enemyController.energyLimit = energyLimit; enemyController.health = health; enemyController.healthDelay = healthDelay; enemyController.healthLimit = healthLimit; enemyMovement.playerTracking = playerTracking; enemyMovement.runningCost = runningCost; enemyMovement.runningDelay = runningDelay; enemyMovement.runningSpeed = runningSpeed; enemyMovement.walkSpeed = walkSpeed; for (int i = 0; i < weaponModels.Length; i++) { GameObject weapon = weaponModels [i].create(); weapon.transform.SetParent(gameObject.transform.Find("Brain")); weapon.transform.position = new Vector3(0.0f, 0f, 0.6f); } return(gameObject); }
// Start is called before the first frame update void Start() { phase3Backend = new GameObject(); phase3Frontend = new GameObject(); explosionDeathInstance = Instantiate( explosionDeath, Vector3.zero, explosionDeath.transform.rotation ); InitVulnerableParts(); flyToLinear = GetComponent <FlyToLinear>(); bossBodyTransform = transform.Find("Boss Body"); spinning = GetComponent <RotateAroundLinear>(); spinAround = GetComponent <Spinning>(); enemyShooting = GetComponent <EnemyShooting>(); floating = bossBodyTransform.GetComponent <Floating>(); rocket1Spawn = lowerRocketParts.transform.Find("Lower Rocket Jet").gameObject; rocket2Spawn = upperRocketParts.transform.Find("Upper Rocket Jet").gameObject; hangarSpawn = hangarParts.transform.Find("Hangar Opening").gameObject; rocket1 = lowerRocketParts.transform.Find("Lower Rocket Open").GetComponent <RotateAroundLinear>(); rocket2 = upperRocketParts.transform.Find("Upper Rocket Open").GetComponent <RotateAroundLinear>(); hangar = hangarParts.transform.Find("Hangar Door").GetComponent <RotateAroundLinear>(); roundDone = true; initMoveSpeed = moveSpeed; initRotationSpeed = spinning.speed; }
void Start() { movement = GetComponent <PathMovement>(); aiming = GetComponent <EnemyAiming>(); shooting = GetComponent <EnemyShooting>(); player = FindObjectOfType <PlayerController>(); }
void GetEnemy() { if (friendlyQueue.Count > 0 && friendlyQueue != null) { enemyUnit = friendlyQueue.Peek(); enemyProp = enemyUnit.GetComponent <EnemyShooting>(); } }
private void Update() { aliveTime += Time.deltaTime; if (EnemyShooting.DistanceBetween(this.gameObject.transform.position, GameObject.FindGameObjectWithTag("Player").transform.position) > despawnDistance || aliveTime > aliveDuration) { Destroy(this.gameObject); } }
void Awake() { _enShooting = GetComponent <EnemyShooting>(); _move = GetComponent <EnemyMovement>(); // RangeDistance = 10f; // RangeAngle = 30f; Debug.Log(RangeAngle); Debug.Log(RangeDistance); }
// Start is called before the first frame update void Start() { agent = GetComponent <NavMeshAgent>(); enemyHealth = GetComponent <EnemyHealth>(); player = FindObjectOfType <PlayerStateMachine>(); enemyShoots = GetComponent <EnemyShooting>(); origTBS = timeBetweenShots; origAgentSpeed = agent.speed; }
private void Start() { shootingScript = GetComponent <EnemyShooting>(); fsm = GetComponent <AICharacter>(); viewRadius = mech.range; StartCoroutine("SearchForTgts", searchDelay); }
private void Start() { //StartCoroutine(GetPattern()); enemyShooting = gameObject.GetComponent <EnemyShooting>(); enemyMoving = true; isExistTarget = true; StartCoroutine(ActivateEnemy()); count++; }
private void Start() { agent = GetComponent <NavMeshAgent>(); animator = GetComponentInChildren <Animator>(); shootingScript = GetComponent <EnemyShooting>(); agentHealth = GetComponent <Health>(); SetState(new PatrolState(this, "initial state is patrol")); }
bool eShot = false; //射撃許可 // Start is called before the first frame update void Start() { agent = GetComponent <NavMeshAgent>(); desPoints = GameObject.FindGameObjectsWithTag("Pillar"); //Pillarを目的地に設定 agent.destination = desPoints[nextRoute].transform.position; //目的地を判別 myRigidbody = GetComponent <Rigidbody>(); player = GameObject.Find("Player"); redWall = GameObject.Find("RedWall"); //シーン中のRedWall eShooting = GameObject.Find("EnemyShooting").GetComponent <EnemyShooting>(); //Enemyの射撃のスクリプトを取得 }
void Start() { Debug.Log("===EnemyMovement Start==="); player = GameObject.FindGameObjectWithTag("Player").transform; playerHealth = player.GetComponent <TankHealth> (); enemyShooting = transform.GetComponent <EnemyShooting> (); navAgent = GetComponent <NavMeshAgent> (); InvokeRepeating("ReadyToFire", 4f, 3f); }
// Use this for initialization void Start() { an = GetComponent <Animator>(); agent = GetComponent <NavMeshAgent> (); shoot = GetComponent <EnemyShooting>(); health = GetComponent <EnemyHealth> (); delayTime = startDelayTime; agent.autoBraking = false; }
// Use this for initialization void Start() { agent = GetComponent <NavMeshAgent>(); oldPos = transform.position; newPos = new Vector3(transform.position.x + 20, transform.position.y, transform.position.z + 20); agent.destination = new Vector3(transform.position.x + 20, transform.position.y, transform.position.z + 20); oldPosAt = false; InvokeRepeating("Patrol", 5, 5); enemy = GetComponent <EnemyShooting>(); }
// Start is called before the first frame update void Start() { agent = GetComponent <NavMeshAgent>(); enemyHealth = GetComponent <EnemyHealth>(); player = FindObjectOfType <PlayerStateMachine>(); enemyShooting = GetComponent <EnemyShooting>(); origTBS = timeBetweenShots; transform.position = patrolPoints[0].position; curState = EnemyState.Patrol; }
bool isSinking; // Whether the enemy has started sinking through the floor. void Awake() { boxCollider = GetComponent <BoxCollider>(); enemyTurretRotation = GetComponentInChildren <EnemyTurretRotation>(); shooting = GetComponentInChildren <EnemyShooting>(); // Setting the current health when the enemy first spawns. currentHealth = startingHealth; }
NavMeshAgent nav; // Reference to the nav mesh agent. void Start() { // Set up the references. player = GameObject.FindGameObjectWithTag("Player").transform; playerHealth = player.GetComponent <PlayerHealth>(); enemyHealth = GetComponent <EnemyHealth>(); enemyShooting = GetComponent <EnemyShooting>(); nav = GetComponent <NavMeshAgent>(); nav.stoppingDistance = enemyShooting.distanceToAttack; nav.speed = speed; }
// Use this for initialization void Start() { fightStarted = false; audioSource = GetComponent <AudioSource>(); boss = GameObject.FindGameObjectWithTag("Boss"); bossFinalPosition = boss.transform.position; bossShooting = boss.GetComponent <EnemyShooting>(); player = GameObject.FindGameObjectWithTag("Player"); playerOriginalPosition = player.transform.position; ui = GameObject.FindGameObjectWithTag("UI"); mainLight = GameObject.FindGameObjectWithTag("MainLight").GetComponent <Light>(); bossLife = boss.GetComponent <DestructibleByPlayer>(); originalBossLife = bossLife.lifePoints; foxUI = transform.Find("FoxUI").gameObject; foreach (GameObject shot in bossShooting.shots) { shot.transform.localScale = new Vector3(1f, 1f, 1f); } foxUI.SetActive(false); boss.transform.position = bossOriginalPosition; bossShooting.enabled = false; player.GetComponent <PlayerShooting>().enabled = false; ui.SetActive(false); mainLightIntensity = mainLight.intensity; mainLight.intensity = 0f; try { fox = GameManager.IsFoxMode(); } catch (NullReferenceException e) { fox = false; } audioSource.clip = fox ? introFox : intro; audioSource.Play(); if (fox) { player.transform.Find("Player").transform.localScale = Vector3.zero; player.GetComponent <PlayerLife>().life = 50; player.GetComponent <PlayerLife>().invulnerableDuration = 2f; player.GetComponent <PlayerShooting>().fireDelta = 0.05f; player.GetComponent <PlayerShooting>().shotSpeed = 40f; } else { player.transform.Find("Fox").transform.localScale = Vector3.zero; } }
// Start is called before the first frame update void Start() { spawnPoint = transform.position; health = 3; reloading = false; ammo = 30; patrol = GetComponent <EnemyPatrol>(); ES = GetComponent <EnemyShooting>(); player = GameObject.FindGameObjectWithTag("Player").GetComponent <Player>(); playerpos = GameObject.FindGameObjectWithTag("Player").GetComponent <Transform>(); randSpot = Random.Range(0, patrol.moveSpots.Count - 1); direction = Vector3.forward; }
// Use this for initialization void Start () { moveEnemyScript = gameObject.GetComponent<MoveEnemy> (); attackScript = gameObject.GetComponent<Attack> (); enemyShootingScript = gameObject.GetComponent<EnemyShooting> (); upgradeManagementScript = GameObject.FindWithTag ("GameController").GetComponent<UpgradeManagement> (); moveEnemyScript.upgradeSpeedMultiplier = upgradeManagementScript.speed; attackScript.upgradeIncubatorDelay = upgradeManagementScript.incubatorDelay; attackScript.upgradeSurvivalOfSneezeChance = upgradeManagementScript.survivalOfSneezeChance; enemyShootingScript.upgradeBulletLifespan = upgradeManagementScript.bulletLifespan; enemyShootingScript.upgradeBulletNumber = upgradeManagementScript.bulletNumber; enemyShootingScript.upgradeBulletSpeed = upgradeManagementScript.bulletSpeed; enemyShootingScript.upgradeBulletSpread = upgradeManagementScript.bulletSpread; }
void OnTriggerEnter(Collider col) { Debug.Log("Entered:" + col.name); if (col.gameObject.tag == "EnemyUnits") { Debug.Log("here"); friendlyQueue.Enqueue(col.gameObject); Debug.Log("Queue:" + friendlyQueue); } enemyUnit = friendlyQueue.Peek(); enemyProp = enemyUnit.GetComponent <EnemyShooting>(); }
private void OnEnable() { suiciderScript = suiciderObject.GetComponent <EnemySuiciderAI>(); spawnScript = spawnObject.GetComponent <SpawnEnemies>(); shootingScript = shooterObject.GetComponent <EnemyShooting>(); playerInScene = FindObjectsOfType <Player>(); suiciderScript.suiciderMoveSpeed = GlobalControl.Instance.suiciderMoveSpeed; shootingScript.shooterFireRate = GlobalControl.Instance.shooterFireRate; spawnScript.enemyOneSpawnCount = GlobalControl.Instance.enemyOneSpawnCount; spawnScript.enemyTwoSpawnCount = GlobalControl.Instance.enemyTwoSpawnCount; spawnScript.enemyThreeSpawnCount = GlobalControl.Instance.enemyThreeSpawnCount; }
private int wayPointIndex = 0; // A counter for the way point array. void Awake() { // Setting up the references. HealthPack = GameObject.FindGameObjectWithTag("HealthPack").transform; enemySight = GetComponent <EnemySight>(); nav = GetComponent <UnityEngine.NavMeshAgent>(); player = GameObject.FindGameObjectWithTag(Tags.player).transform; playerHealth = player.GetComponent <PlayerHealth>(); lastPlayerSighting = GameObject.FindGameObjectWithTag(Tags.gameController).GetComponent <DoneLastPlayerSighting>(); enemyShooting = GetComponent <EnemyShooting> (); for (wayPointIndex = 0; wayPointIndex < 4; wayPointIndex++) { patrolWayPoints[wayPointIndex] = new Vector3(Random.Range(0, 500), 0, Random.Range(0, 500)); } }
/// <summary> /// /// </summary> void Start() { // Atribui o estado inicial caso seja valido. if (initialState == null || initialState.gameObject != gameObject) { Debug.LogError("No initial state."); } else { state = initialState; moving = GetComponent <EnemyMoving>(); shooting = GetComponent <EnemyShooting>(); dying = GetComponent <EnemyDying>(); } }
void Shoot() { Debug.Log("Shoot"); shootTimer -= Time.deltaTime; /* if (enemyUnit != null) * { * laserShotLine.SetPosition(0, laserShotLine.transform.position); * laserShotLine.SetPosition(1, enemyUnit.transform.position + Vector3.up); * laserShotLine.enabled = true; * } */ if (friendlyQueue.Count > 0) { var dir = enemyUnit.transform.position - transform.position; // dir.y = 0; var rotation = Quaternion.LookRotation(dir); transform.rotation = Quaternion.Slerp(transform.rotation, rotation, Time.deltaTime * 2); Rigidbody instantiatedProjectile = Instantiate(projectile, bulletSpawnPoint.transform.position, transform.rotation) as Rigidbody; instantiatedProjectile.velocity = transform.TransformDirection(Vector3.forward * 100); } /* if (enemyUnit != null) * { * transform.LookAt(enemyUnit.transform); * GameObject go = (GameObject)Instantiate(bullet, bulletSpawnPoint.position, Quaternion.identity); * go.GetComponent<Rigidbody>().AddForce(bulletSpawnPoint.forward * 5000); * } */ enemyProp.TakeDamage(10); if (enemyProp.health < 0) { enemyProp.destroyed = true; friendlyQueue.Dequeue(); if (friendlyQueue.Count > 0) { enemyUnit = friendlyQueue.Peek(); enemyProp = enemyUnit.GetComponent <EnemyShooting>(); } } }
public void Setup() { m_Movement = m_Instance.GetComponent <EnemyMovement>(); m_Shooting = m_Instance.GetComponent <EnemyShooting>(); m_CanvasGameObject = m_Instance.GetComponentInChildren <Canvas>().gameObject; //m_Movement.m_PlayerNumber = m_PlayerNumber; //m_Shooting.m_PlayerNumber = m_PlayerNumber; m_ColoredPlayerText = "<color=#" + ColorUtility.ToHtmlStringRGB(m_EnemyColor) + ">ENEMY " + m_EnemyNumber + "</color>"; MeshRenderer[] renderers = m_Instance.GetComponentsInChildren <MeshRenderer>(); for (int i = 0; i < renderers.Length; i++) { renderers[i].material.color = m_EnemyColor; } //DisableControl (); }
public BCWaves(EnemyShooting shooting) { this.shooting = shooting; nextBulletTime = Time.time; }
public override void Start (AI ai) { enemyShoot = ai.Body.GetComponent<EnemyShooting>(); playerTarget = ai.WorkingMemory.GetItem<GameObject>("PlayerTargetDetected"); }
// Use this for initialization void Start() { m_eGun = gameObject.GetComponent<EnemyShooting>(); m_fShotTimer = m_fShotCoolDown; }
public BCLoops(EnemyShooting shooting) { this.shooting = shooting; currentDirection = Random.Range(0, 360f); nextBulletTime = Time.time; }
public BCRandomSpray(EnemyShooting shooting) { this.shooting = shooting; currentDirection = Random.seed % 4 * 90 + 10f; nextBulletTime = Time.time; }
public BCRings(EnemyShooting shooting) { this.shooting = shooting; angleGap = 360f / count; nextBulletTime = Time.time; }
public BCSpiral(EnemyShooting shooting) { this.shooting = shooting; currentDirection1 = Random.Range(0, 360f); currentDirection2 = Random.Range(0, 360f); nextBulletTime = Time.time; }