public void Update() { EN = this.gameObject.GetComponent <Enemy_Movement>(); if (EN != null) { if (EN.eulerAngZ >= 70 && EN.eulerAngZ <= 110) { this.gameObject.GetComponent <SpriteRenderer>().sprite = spriteUp; } if (EN.eulerAngZ >= 340 || EN.eulerAngZ <= 10) { this.gameObject.GetComponent <SpriteRenderer>().sprite = spriteRight; } if (EN.eulerAngZ >= 260 && EN.eulerAngZ <= 280) { this.gameObject.GetComponent <SpriteRenderer>().sprite = spriteDown; } if (EN.eulerAngZ >= 170 && EN.eulerAngZ <= 190) { this.gameObject.GetComponent <SpriteRenderer>().sprite = spriteLeft; } } else { EN = this.gameObject.GetComponent <Enemy_Movement>(); } }
public void OnTriggerEnter2D(Collider2D other) { if (other.gameObject.tag == "Enemy") { _enemyMovement = other.gameObject.GetComponentInParent <Enemy_Movement>(); _enemyHP = other.gameObject.GetComponentInParent <Enemy_HP>(); if (_enemyHP != null) { if (_enemyMovement != null) { _enemyMovement.Knockback(250f, 250f); } _enemyHP.TakeDamage(10); } else { _fenrirHP = other.gameObject.GetComponentInParent <Fenrir_HP>(); _fenrirMovement = other.gameObject.GetComponentInParent <Fenrir_Movement>(); _fenrirMovement.Knockback(250f, 250f); _fenrirHP.TakeDamage(10); } _fenrirHP = null; _enemyHP = null; _enemyMovement = null; } else if (other.gameObject.tag == "Head") { other.gameObject.GetComponent <Head>().SpillBlood(); } }
// Start is called before the first frame update void Start() { player = GameObject.FindGameObjectWithTag("Player"); movement = GetComponent <Enemy_Movement>(); seeker = GetComponent <Seeker>(); InvokeRepeating("UpdatePath", 0f, .5f); }
public new void Move(MovementWay way) { switch (way) { case MovementWay.Up: Location = new Point(Location.X, Location.Y - Speed); break; case MovementWay.Down: Location = new Point(Location.X, Location.Y + Speed); break; case MovementWay.Left: Location = new Point(Location.X - Speed, Location.Y); break; case MovementWay.Right: Location = new Point(Location.X + Speed, Location.Y); break; } if (_pacman != null) { Enemy_Movement(this, Location); return; } Enemy_Movement?.Invoke(this, Location); }
// Start is called before the first frame update void Start() { player = GameObject.FindGameObjectWithTag("Player"); movement = GetComponent <Enemy_Movement>(); lineR = GetComponent <LineRenderer>(); lineR.positionCount = 2; seeker = GetComponent <Seeker>(); InvokeRepeating("UpdatePath", 0f, .5f); }
private void OnSceneGUI() { Enemy_Movement enemy_Movement = (Enemy_Movement)target; Handles.color = Color.red; foreach (Vector3 node in enemy_Movement.path) { Handles.DrawWireCube(node, new Vector3(1, 1, 1)); } }
public void OnTriggerEnter2D(Collider2D other) { if (other.gameObject.tag == "Enemy") { _enemyMovement = other.gameObject.GetComponentInParent <Enemy_Movement>(); _enemyMovement.Knockback(250, 250); _enemyHP = other.gameObject.GetComponentInParent <Enemy_HP>(); _enemyHP.TakeDamage(1); } }
public void GotShot() { Enemy_Movement behavior = GetComponent <Enemy_Movement> (); if (behavior != null) { behavior.SetAlive(false); } StartCoroutine(Die()); }
public void GotShot() { //Halts the enemy movement by summoning the Enemy_Movement script changing them from alive to dead Enemy_Movement behavior = GetComponent <Enemy_Movement>(); if (behavior != null) { behavior.SetAlive(false); } StartCoroutine(Die()); }
private void Awake() { _transform = GetComponent <Transform>(); _patrolCenter = _transform.position; _movement = GetComponent <Enemy_Movement>(); _navMeshAgent = GetComponent <NavMeshAgent>(); Debug.Assert(_navMeshAgent != null); StartCoroutine(UpdateTarget()); }
public void OnTriggerEnter2D(Collider2D other) { if (other.gameObject.tag == "Enemy") { _enemyHP = other.gameObject.GetComponentInParent <Enemy_HP>(); if (_enemyHP == null) { _fenrirHP = other.gameObject.GetComponentInParent <Fenrir_HP>(); } SoundManager.instance.PlaySound("sword_hit", _source, false); if (_enemyHP != null && !_enemyHP.thisIsABoss) { _enemyMovement = other.gameObject.GetComponentInParent <Enemy_Movement>(); _enemyMovement.Knockback(250f, 250f); } if (_fenrirHP == null) { if (_enemyHP.HP > 0) { _sword.AddCompletionByDamage(_specialCompletionPercent); } _enemyHP.TakeDamage(_damage); } else { if (_fenrirHP.HP > 0) { _sword.AddCompletionByDamage(_specialCompletionPercent); } _fenrirHP.TakeDamage(_damage); } _fenrirHP = null; _enemyHP = null; _enemyMovement = null; } else if (other.gameObject.tag == "Head") { SoundManager.instance.PlaySound("sword_hit", _source, false); other.gameObject.GetComponent <Head>().SpillBlood(); } }
private void CheckForDeath() { if (m_Health <= 0) { score = score + 1; if (score >= 4) { Application.LoadLevel("WinScreen"); } Enemy_Movement behavior = GetComponent <Enemy_Movement>(); if (behavior != null) { behavior.SetAlive(false); } Kill(); } }
private void OnTriggerEnter2D(Collider2D coll) { if (coll.tag == "Player") { //gets every enemy in the game currently foreach (GameObject Enem in allEnemies) { if (Enem == null) { } else { Enemy_Movement movement = Enem.GetComponent <Enemy_Movement>(); movement.innactive = false; } } } }
private void Start() { _enemy_Movement = _enemyBasicPrefab.GetComponent <Enemy_Movement>(); _player = GameObject.FindGameObjectWithTag("Player").GetComponent <Player>(); _anim = GetComponent <Animator>(); _audioSource = GetComponent <AudioSource>(); _isDead = false; CheckForShield(); if (_player == null) { Debug.LogError("The Player is NULL."); } if (_anim == null) { Debug.LogError("The Animator is NULL."); } }
public void OnTriggerEnter2D(Collider2D other) { if (other.gameObject.tag == "Enemy") { _enemyMovement = other.gameObject.GetComponentInParent <Enemy_Movement>(); _enemyHP = other.gameObject.GetComponentInParent <Enemy_HP>(); if (_enemyHP == null) { _fenrirMovement = other.gameObject.GetComponentInParent <Fenrir_Movement>(); _fenrirHP = other.gameObject.GetComponentInParent <Fenrir_HP>(); } if (_enemyHP != null) { if (_enemyMovement != null) { _enemyMovement.Stun(_stunTime); } else if (_enemyHP.gameObject.name.Contains("Surt")) { _surt = _enemyHP.GetComponent <Surt_Movement>(); _surt.Stun(_stunTime); } _enemyHP.TakeDamage(_damage); } else if (_fenrirHP != null) { _fenrirMovement.Stun(_stunTime); _fenrirHP.TakeDamage(_damage); } _fenrirHP = null; _fenrirMovement = null; _enemyHP = null; _enemyMovement = null; } else if (other.gameObject.tag == "Head") { other.gameObject.GetComponent <Head>().SpillBlood(); } }
public new void Move(MovementWay way) { switch (way) { case MovementWay.Up: this.Location = new System.Drawing.Point(this.Location.X, this.Location.Y - Speed); break; case MovementWay.Down: this.Location = new System.Drawing.Point(this.Location.X, this.Location.Y + Speed); break; case MovementWay.Left: this.Location = new System.Drawing.Point(this.Location.X - Speed, this.Location.Y); break; case MovementWay.Right: this.Location = new System.Drawing.Point(this.Location.X + Speed, this.Location.Y); break; } Enemy_Movement?.Invoke(this, this.Location); }
// Start is called before the first frame update void Start() { player = GameObject.FindGameObjectWithTag("Player"); movement = GetComponent <Enemy_Movement>(); }
public void Start() { EN = this.gameObject.GetComponent <Enemy_Movement>(); }
void Start() { _player_Bullet = FindObjectOfType <Player_Bullet>(); _enemy_Health = gameObject.GetComponentInParent <Enemy_Health>(); _enemy_Movement = gameObject.GetComponentInParent <Enemy_Movement>(); }
public Enemy(Pacman pacman) : this() { _pacman = pacman; Enemy_Movement += new Enemy_Movement(Enemy_Enemy_Movement); }
void Start() { _animator = GetComponent <Animator>(); _enemyMovement = GetComponent <Enemy_Movement>(); _enemyHealth = GetComponent <Enemy_Health>(); }
private void Awake() { enemyStat = GetComponent <Enemy_Stat>(); enemyMovement = GetComponent <Enemy_Movement>(); target = FindObjectOfType <Player_Stat>().transform; }