public void Initialize(int a)
    {
        _currentHealth = StartingHealth;
        int speedMod = 1; //Speed modifier for later use
        dummy = GameObject.FindGameObjectWithTag("Player");
        speed = speed * speedMod;
        direction = Vector3.left * a;

        int i = Random.Range(0, 2);
        if (i == 0)
        {
            enemyBehaviour += WavyMove;
            //enemyBehaviour += ShootHoming;
            enemyBehaviour += ShootRandom;
            int j = Random.Range(0, 3);
            switch (j)
            {
                case 0:
                    firingPattern += TracerFire;
                    break;

                case 1:
                    firingPattern += VolleyFire;
                    break;
                case 2:
                    firingPattern += SpiralFire;
                    break;
            }
        }
        else
        {
            enemyBehaviour += HomingMove;
            SpriteRenderer sprite = GetComponentInChildren<SpriteRenderer>();
            sprite.sprite = meleeSprite;
            //enemyBehaviour += ShootHoming;
        }
    }
Exemple #2
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 public void ShootAt(Vector3 position, int duration = -1, FiringPattern pattern = FiringPattern.Default)
 {
     Function.Call(Hash.TASK_SHOOT_AT_COORD, _ped.Handle, position.X, position.Y, position.Z, duration, pattern);
 }
Exemple #3
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 public void ShootAt(Ped target, int duration = -1, FiringPattern pattern = FiringPattern.Default)
 {
     Function.Call(Hash.TASK_SHOOT_AT_ENTITY, _ped.Handle, target.Handle, duration, pattern);
 }
Exemple #4
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 public void ShootAt(Vector3 position, int duration = -1, FiringPattern pattern = FiringPattern.Default)
 {
     API.TaskShootAtCoord(_ped.Handle, position.X, position.Y, position.Z, duration, (uint)pattern);
 }
Exemple #5
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 public void ShootAt(Ped target, int duration = -1, FiringPattern pattern = FiringPattern.Default)
 {
     API.TaskShootAtEntity(_ped.Handle, target.Handle, duration, (uint)pattern);
 }
Exemple #6
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 public void ShootAt(Ped target, int duration = -1, FiringPattern pattern = 0)
 {
     InputArgument[] arguments = new InputArgument[] { this._ped.Handle, target.Handle, duration, pattern };
     Function.Call(Hash.TASK_SHOOT_AT_ENTITY, arguments);
 }
Exemple #7
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 public void ShootAt(Vector3 position, int duration = -1, FiringPattern pattern = 0)
 {
     InputArgument[] arguments = new InputArgument[] { this._ped.Handle, position.X, position.Y, position.Z, duration, pattern };
     Function.Call(Hash.TASK_SHOOT_AT_COORD, arguments);
 }
Exemple #8
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 public void ShootAt(Vector3 position, int duration, FiringPattern pattern)
 {
     Function.Call(Hash.TASK_SHOOT_AT_COORD, _ped.Handle, position.X, position.Y, position.Z, duration, (int)(pattern));
 }
Exemple #9
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 public void ShootAt(Ped target, int duration, FiringPattern pattern)
 {
     Function.Call(Hash.TASK_SHOOT_AT_ENTITY, _ped.Handle, target.Handle, duration, (int)(pattern));
 }
Exemple #10
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 /// <param name="target">Where to get the target <see cref="Entity"/> from the blackboard memory.</param>
 public ShootAt(int duration, FiringPattern firingPattern, BlackboardGetter <Entity> target)
 {
     this.duration      = duration;
     this.firingPattern = firingPattern;
     this.target        = target;
 }
Exemple #11
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 public void ShootAt(Vector3 pos, int duration, FiringPattern pattern)
 {
     Function.Call(Hash.TASK_SHOOT_AT_COORD, Ped.Handle, pos.X, pos.Y, pos.Z, duration, (uint)pattern);
 }
Exemple #12
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 public void ShootAt(Entity target, int duration, FiringPattern pattern)
 {
     Function.Call(Hash.TASK_SHOOT_AT_ENTITY, Ped.Handle, target.Handle, duration, (uint)pattern);
 }