// Use this for initialization
    public void Start()
    {
        // Get components for pathfinding
        seeker     = GetComponent <Seeker>();
        controller = GetComponent <CharacterController>();

        FastTex   = (Texture2D)Resources.Load("ZombieFastTex");
        SneakyTex = (Texture2D)Resources.Load("ZombieSneakyTex");
        //ToughTex = (Texture2D)Resources.Load ("ZombieToughTex");
        HumanTex = (Texture2D)Resources.Load("HumanTex");
        //MilitaryTex = (Texture2D)Resources.Load ("MilitaryTex");


        CurrUsingAttack = StateCharacterAtkUsing.WeakAttack;

        CurrBehavior = StateCharacterBehave.AtkNearest;

        //CurrCharacterType = StateCharacterType.Human;

        CurrZombType = StateZombieType.Fast;

        CurrAnimation = StateAnim.Standing;

        //isTargeting = false;

        isArmed = false;

        maxHealth = 8;         // was 75;

        currHealth = maxHealth;

        maxResistance = 75;

        currResistance = maxResistance;

        baseAttackDamage = 2;

        timeSinceLastAttack = 0;

        speedPerSec = 2000.0f;


        if (CurrCharacterType == StateCharacterType.Human)
        {
            HumanoidHandler.ListOfHumans.Add(this);
        }
        else
        {
            HumanoidHandler.ListOfZombies.Add(this);
        }
    }
    // Use this for initialization
    public void Start()
    {
        // Get components for pathfinding
        seeker = GetComponent<Seeker>();
        controller = GetComponent<CharacterController>();

        FastTex = (Texture2D)Resources.Load ("ZombieFastTex");
        SneakyTex = (Texture2D)Resources.Load ("ZombieSneakyTex");
        //ToughTex = (Texture2D)Resources.Load ("ZombieToughTex");
        HumanTex = (Texture2D)Resources.Load ("HumanTex");
        //MilitaryTex = (Texture2D)Resources.Load ("MilitaryTex");

        CurrUsingAttack = StateCharacterAtkUsing.WeakAttack;

        CurrBehavior = StateCharacterBehave.AtkNearest;

        //CurrCharacterType = StateCharacterType.Human;

        CurrZombType = StateZombieType.Fast;

        CurrAnimation = StateAnim.Standing;

        //isTargeting = false;

        isArmed = false;

        maxHealth = 8; // was 75;

        currHealth = maxHealth;

        maxResistance = 75;

        currResistance = maxResistance;

        baseAttackDamage = 2;

        timeSinceLastAttack = 0;

        speedPerSec = 2000.0f;

        if( CurrCharacterType == StateCharacterType.Human )
        {

            HumanoidHandler.ListOfHumans.Add (this);
        }
        else
        {

            HumanoidHandler.ListOfZombies.Add(this);
        }
    }
Exemple #3
0
    // Use this for initialization
    public void Start()
    {
        FastTex     = (Texture2D)Resources.Load("ZombieFastTex");
        SneakyTex   = (Texture2D)Resources.Load("ZombieSneakyTex");
        ToughTex    = (Texture2D)Resources.Load("ZombieToughTex");
        HumanTex    = (Texture2D)Resources.Load("HumanTex");
        MilitaryTex = (Texture2D)Resources.Load("MilitaryTex");


        CurrUsingAttack = StateCharacterAtkUsing.WeakAttack;

        CurrBehavior = StateCharacterBehave.AtkNearest;

        CurrAnimation = StateAnim.Standing;

        isArmed = false;

        maxResistance = 75;

        currResistance = maxResistance;

        maxHealth        = 75;
        baseAttackDamage = 2;
        speedPerSec      = 2.5f;

        timeSinceLastAttack = 0;


        if (CurrCharacterType == StateCharacterType.Human)         // && HumanoidHandler.ListOfHumans.Count == 0 )
        {
            //Debug.Log ("Entered AddHuman");
            transform.tag = "Human";
            //CurrCharacterType = StateCharacterType.Human;
            transform.GetComponentInChildren <SkinnedMeshRenderer>().material.mainTexture = HumanoidHandler.HumanTex;
            myListPos = ListOfHumans.Count;
            HumanoidHandler.ListOfHumans.Add(transform);
        }
        else
        {
            //Debug.Log ("Entered AddZombie");
            transform.tag = "Zombie";
            //CurrCharacterType = StateCharacterType.Zombie;
            switch (CurrZombType)
            {
            case StateZombieType.Fast:             //Just faster speed.
                speedPerSec *= 2;
                maxHealth    = 100;
                //transform.GetComponentInChildren<SkinnedMeshRenderer>().material.mainTexture = HumanoidHandler.FastTex;
                break;

            case StateZombieType.Sneeky:             //Will need to wait until detection is setup!
                //transform.GetComponentInChildren<SkinnedMeshRenderer>().material.mainTexture = HumanoidHandler.SneakyTex;
                break;

            case StateZombieType.Strong:             //Just more damage.
                baseAttackDamage *= 2;
                //transform.GetComponentInChildren<SkinnedMeshRenderer>().material.mainTexture = HumanoidHandler.ToughTex;
                break;
            }


            myListPos = ListOfZombies.Count;
            HumanoidHandler.ListOfZombies.Add(transform);
        }
        emptyTarget = Target;
        currHealth  = maxHealth;

        TestingFun();
    }