IEnumerator Slow() { //Debug.LogError ("No Grape found? PANIC!"); temp = enemies[0].GetComponent <EnemyAI>(); temp.speed = 50f; temp.speed1 = 0.1f; temp = enemies[1].GetComponent <EnemyAI>(); temp.speed = 50f; temp.speed1 = 0.1f; temp1 = enemies[2].GetComponent <GhostMovement>(); temp1.speed = 0.1f; temp1 = enemies[3].GetComponent <GhostMovement>(); temp1.speed = 0.1f; Debug.Log(temp.speed); yield return(new WaitForSeconds(7.0f)); temp = enemies[0].GetComponent <EnemyAI>(); temp.speed = 100f; temp.speed1 = 0.2f; temp = enemies[1].GetComponent <EnemyAI>(); temp.speed = 100f; temp.speed1 = 0.2f; temp1 = enemies[2].GetComponent <GhostMovement>(); temp1.speed = 0.2f; temp1 = enemies[3].GetComponent <GhostMovement>(); temp1.speed = 0.2f; Destroy(gameObject); }
public void OnTriggerEnter2D(Collider2D collision) { // Is it damageable? DamageableEntity damageable = collision.gameObject.GetComponent <DamageableEntity>(); if (damageable) { if (onHit != null) { onHit.Invoke(collision.gameObject); } // Deal your damage // Possibility of a persistent projectile / hit-point system? if (OnAttackHit != null) { OnAttackHit.Invoke(); } damageable.TakeDamage(Damage); } // Is it a ghost? Transform parent = collision.gameObject.transform.parent; if (parent != null) { GhostMovement ghost = parent.GetComponentInChildren <GhostMovement>(); if (ghost != null) { ghost.Knockback(transform.up * knockbackForce); } } }
void OnCollisionEnter2D(Collision2D collision) { if (collision.gameObject.tag == "Despawner") { if (!info.getCarryingGold()) { if (gameObject.name == "Small Grunt(Clone)" || gameObject.name == "Large Grunt(Clone)") { EnemyMovement movement = this.GetComponent <EnemyMovement>(); movement.flipDirection(); } else if (gameObject.name == "Ghost(Clone)") { GhostMovement movement = this.GetComponent <GhostMovement>(); movement.flipXDirection(); } else { ChaserMovement movement = this.GetComponent <ChaserMovement>(); movement.flipDirection(); } } else { // Destroy(gameObject); gameObject.SetActive(false); } } }
public void CreateGhost(Vector3 pos) { if (GameManager.instance.SelectedGamemode != null) { if (GameManager.instance.SelectedGamemode.roundIsUnderway == false) { return; } } currentPlayerActionMap = "Ghost"; if (playerInput != null) { playerInput.SwitchCurrentActionMap(currentPlayerActionMap); } currentGhost = Instantiate(ghostPrefab, pos, Quaternion.identity); currentGhost.transform.parent = transform; ghostMovement = currentGhost.GetComponent <GhostMovement>(); ghostGrab = currentGhost.GetComponent <GhostGrab>(); ghostMovement.playerNumber = playerNumber; ghostMovement.headAnimNumber = headIndex; ghostGrab.playerNumber = playerNumber; ghostGrab.player = this; }
void Start() { dash = GetComponent <DashController>(); move = GetComponent <GhostMovement>(); combo = GetComponent <GhostCombo>(); fx = GetComponent <FX>(); }
IEnumerator MyMethod() { temp = enemies [0].GetComponent <EnemyAI> (); temp.canmove1 = false; temp = enemies [1].GetComponent <EnemyAI> (); temp.canmove1 = false; temp1 = enemies [2].GetComponent <GhostMovement> (); temp1.canmove = false; temp1 = enemies [3].GetComponent <GhostMovement> (); temp1.canmove = false; Restart(); yield return(new WaitForSeconds(0.5f)); Restart(); yield return(new WaitForSeconds(8.0f)); temp = enemies[0].GetComponent <EnemyAI>(); temp.canmove1 = true; temp.canmove = true; temp = enemies[1].GetComponent <EnemyAI>(); temp.canmove1 = true; temp.canmove = true; ///////////////////////////////////////////////// temp1 = enemies[2].GetComponent <GhostMovement>(); temp1.canmove = true; temp1 = enemies[3].GetComponent <GhostMovement>(); temp1.canmove = true; Destroy(gameObject); }
public void Initialize(GhostAIStats stats) { this.stats = stats; stats.self = this; NotificationMaster.playerObservers.Add(this); float aggro = stats.Aggressiveness(); if (aggro > 0) { attack = gameObject.AddComponent <GhostAttack>(); GetComponent <GhostAttack> ().Initialize(stats); } movement = gameObject.GetComponent <GhostMovement>(); movement.Initialize(stats); detectionRadius = Room.bounds.extents.x; transform.localScale = new Vector3(stats.size, stats.size, 1); size = GetComponent <SpriteRenderer>().bounds.extents; transform.position = movement.GetSpawnPosition(size); movement.startPosition = transform.position; layerMask = 1 << LayerMask.NameToLayer("Wall") | 1 << LayerMask.NameToLayer("Player"); GetComponent <SpriteRenderer>().sortingOrder = (int)(1.0f / size.magnitude * 1000); AdjustColors(aggro); animate = GetComponent <Animate>(); animate.AnimateToColor(Palette.Invisible, color, .3f); }
public BlueGhostBehaviour(GhostMovement redGhostMovementHandler) { this.redGhostMovementHandler = redGhostMovementHandler; scatterGoalCellPos = new Vector3Int(GhostManager.Instance.WallsTilemap.cellBounds.xMax, GhostManager.Instance.WallsTilemap.cellBounds.yMin, 0); dotsBeforeRelease = 30; SecondsBeforeRelease = 15; }
void OnTriggerEnter2D(Collider2D other) { GhostMovement ghostMovement = other.GetComponent <GhostMovement>(); if (ghostMovement) { // ghostMovement.CrossRoom(); } }
public void GhostDied(GhostMovement movement) { if (!system.enableFSMControl) { // if its under individual control: IndividualFSMSystem s = movement.GetComponent <IndividualFSMSystem>(); s.Transition("DeathState"); } }
void Start() { if (Camera.main != null) { camerController = Camera.main.GetComponent <CameraController>(); camerController.playersInGame.Add(transform); } ghostMovement = GetComponent <GhostMovement>(); }
private void OnCollisionEnter2D(Collision2D col) { GhostMovement ghost = col.collider.GetComponent <GhostMovement>(); BatMovement bat = col.collider.GetComponent <BatMovement>(); if (bat != null || ghost != null) { Hurt(); } }
private void Awake() { ghostMovement = GetComponent <GhostMovement>(); if (ghostMovement == null) { Debug.Log("game object ghostMovement not found"); } if (tileManager == null) { Debug.Log("game object tileManager not found"); } }
/// <summary> /// Sets Ghost stats depending on type of Ghost /// Example the Difficulty of the Ghost /// </summary> private void StartGhost() { _ghoststats = ActiveGhost.GetComponent <GhostMovement>(); //Speed the Ghost moves around _ghoststats.Speed = 10f; //How far from position the next random target is set //_ghoststats.WanderRadius = 20f; NO LONGER BEING USED //Set the level of the ghost by RandomRate // Lower the number faster the movement _ghoststats.RandomRate = 4f; _ghoststats.Stuck = false; StartCoroutine(_ghoststats.MoveAgent(5f)); MiniGameStart = true; }
void OnCollisionEnter(Collision hit) { if (hit.transform.tag == "Ghost") { movement = hit.gameObject.GetComponent <GhostMovement>(); if (changer == DirChanger.Horizontal) { movement.DirectionChanger(new Vector3(-1, 1, 0)); } else if (changer == DirChanger.Vertical) { movement.DirectionChanger(new Vector3(1, -1, 0)); } } }
// Use this for initialization void Awake() { pacman = FindObjectOfType <PacmanMove>(); speed = pacman.speed; if (type == GhostType.Chaser) //store this so blue ghost can access it { chaseGhost = this; } start = transform.position; dest = start; atStart = true; Wait(delayAtStart); } //Awake
// Update is called once per frame void OnTriggerEnter2D(Collider2D co) { Vector2 a = transform.position; if (co.name == "pacman") { //Destroy (co.gameObject); if (Lives == 3) { Lives--; Destroy(Life[0]); PlayDeath(); } else if (Lives == 2) { Lives--; Destroy(Life[1]); PlayDeath(); } else { Lives--; Destroy(Life[2]); PlayDeath(); } if (Lives == 0) { StartCoroutine(Level()); } StartCoroutine(MyMethod()); temp = enemies[0].GetComponent <EnemyAI>(); temp.cur = 0; temp = enemies[1].GetComponent <EnemyAI>(); temp.cur = 0; temp1 = enemies[2].GetComponent <GhostMovement>(); temp1.cur = 0; temp1 = enemies[3].GetComponent <GhostMovement>(); temp1.cur = 0; } //Destroy(target); /*if (co.name == "wayPoint") { * Vector2 a=transform.position; * a.x=35; * co.gameObject.transform.position=a; * }*/ }
// Use this for initialization void OnTriggerEnter2D(Collider2D other) { if (other.name == "pacman") { Vector2 a = transform.position; a.x = 100; a.y = 100; transform.position = a; StartCoroutine(MyMethod()); temp = enemies[0].GetComponent <EnemyAI>(); temp.cur = 0; temp = enemies[1].GetComponent <EnemyAI>(); temp.cur = 0; temp1 = enemies[2].GetComponent <GhostMovement>(); temp1.cur = 0; temp1 = enemies[3].GetComponent <GhostMovement>(); temp1.cur = 0; } }
private void SetMoveState(GhostMovement state) { Debug.Log("SetMoveState"); moveState = state; switch (moveState) { case GhostMovement.Waiting: direction = waitingStartDirection; waitingUp = new Vector2(origin.x, origin.y + waitingMoveDistance); waitingDown = new Vector2(origin.x, origin.y - waitingMoveDistance); break; case GhostMovement.Moving: direction = Vector3Int.left; break; } }
IEnumerator MyMethod() { Debug.Log("Here"); temp = enemies[0].GetComponent <EnemyAI>(); temp.canmove1 = false; temp = enemies[1].GetComponent <EnemyAI>(); temp.canmove1 = false; temp1 = enemies[2].GetComponent <GhostMovement>(); temp1.canmove = false; temp1 = enemies[3].GetComponent <GhostMovement>(); temp1.canmove = false; Restart(); yield return(new WaitForSeconds(0.5f)); Restart(); yield return(new WaitForSeconds(3.5f)); Vector2 a = transform.position; a.x = 15f; a.y = -30f; enemies [4].transform.position = a; temp = enemies[0].GetComponent <EnemyAI>(); temp.canmove1 = true; temp.canmove = true; temp = enemies[1].GetComponent <EnemyAI>(); temp.canmove1 = true; temp.canmove = true; ///////////////////////////////////////////////// temp1 = enemies[2].GetComponent <GhostMovement>(); temp1.canmove = true; temp1 = enemies[3].GetComponent <GhostMovement>(); temp1.canmove = true; //temp = enemies[3].GetComponent<EnemyAI>(); //temp.canmove1=true; }
private void Awake() { zombieMovement = GameObject.FindObjectOfType <ZombieMovement>(); ghostMovement = GameObject.FindObjectOfType <GhostMovement>(); camera = GameObject.FindObjectOfType <CameraFollowPlayer>(); }
void Awake() { frightenedTimeMax = 6f; GhostMovement.SetGhostHouseExitTiles(ghostHouseExitTile1, ghostHouseExitTile2); }
void Awake() { anim = GetComponent<Animator> (); movement = GetComponent<GhostMovement> (); sphereCollider = GetComponent<SphereCollider> (); }
void Awake() { anim = GetComponent <Animator> (); movement = GetComponent <GhostMovement> (); sphereCollider = GetComponent <SphereCollider> (); }
// Use this for initialization void Awake() { pacman = FindObjectOfType <PacmanDie>(); animator = GetComponent <Animator>(); movement = GetComponent <GhostMovement>(); } //Awake
private void Awake() { movement = GetComponent <GhostMovement>(); animation = GetComponent <GhostAnimation>(); secondsPerAttack = 1 / attackSpeed; }