public void SetSelectedObject(GameObject go) { if (IsSelected(go) || go == null) { return; } if (selectedObject != go) { Node node = graph.GetNodeAt(Mathf.RoundToInt(go.transform.position.x), Mathf.RoundToInt(go.transform.position.z)); if (unitDatabase.NodeContainsEnemies(node)) { Unit unit = unitDatabase.GetUnitFromNode(node); Debug.Log(unit.health); selectedObject = go; } else if (towerDatabase.ContainsTowers(node)) { Tower tower = towerDatabase.GetTowerFromNode(node); TowerHealth towerHealth = towerDatabase.GetTowerHealth(tower); Debug.Log(tower.Health); selectedObject = towerHealth.gameObject; Debug.Log("Selected GameObject " + selectedObject.name); } else { Debug.Log("No tower or units on node"); DeselectObject(); } } }
public void AddTowerHealth(TowerHealth towerHealth) { if (towerHealth != null) { towerHealthList.Add(towerHealth); } }
public void UpgradeTower() { if (true) { TowerHealth.GetInstance().IncreaseTowerHp(10); Debug.Log("Max: " + TowerHealth.GetInstance().Slider.maxValue + " Value: " + TowerHealth.GetInstance().Slider.value); } }
void Start() { Speed = Speed + (Random.value) + (Random.value); Tower = GameObject.FindObjectOfType <TowerHealth>(); targetWaypoint = this.FindClosestWaypoint(); this.movementLine = makeLine(Vector2.zero, Color.green); delay = delayTime; }
void Start() { animAttack = GetComponent<Animator>(); Speed = Speed + (Random.value) + (Random.value); Tower = GameObject.FindObjectOfType<TowerHealth>(); targetWaypoint = this.FindClosestWaypoint(); this.movementLine = makeLine(Vector2.zero, Color.green); delay = delayTime; }
void Awake() { animator = gameObject.GetComponent <Animator> (); health = GetComponent <TowerHealth> (); ownerName = transform.Find("TowerCanvas").Find("OwnerName").GetComponent <Text> (); PhotonView.Instantiate(ownerName); bulletSpeed = 3.0f; bulletLifetime = 3.0f; bulletCastTime = 4.0f; }
IEnumerator DamageOverTime(float attackSpeed, Collider2D tower) { while (gameObject.GetComponent <AttackerColliderHealth>().currentHealth > 0) { TowerHealth towerHealthScript = tower.GetComponent <TowerHealth>(); towerHealthScript.currentHealth -= atkDmg; Debug.Log("An enemy did damage"); yield return(new WaitForSeconds(attackSpeed)); } }
void Awake() { // Setting up the references. tower = GameObject.FindGameObjectWithTag ("Tower"); towerHealth = tower.GetComponent <TowerHealth> (); //enemyHealth = GetComponent<EnemyHealth>(); anim = GetComponent <Animator> (); zombieParts.Add (blood); zombieParts.Add (armAndLeg); zombieParts.Add (arms); zombieParts.Add (arm); zombieParts.Add (moreBlood); }
private void Start() { animator = GetComponent <Animator>(); boxCollider = GetComponent <BoxCollider2D>(); rb2D = GetComponent <Rigidbody2D>(); DamageDisabled = false; currentState = State.Moving; newState = currentState; board = BoardManager.GetInstance(); enemy = EnemyHealth.GetInstance(); tower = TowerHealth.GetInstance(); spawn = SpawnEnemies.GetInstance(); }
// Order of execution is Awake > OnEnable > Start. We probably could use Start here and keep it consistent, but this doesn't hurt anything and is sure to make events happen in order private void Awake() { Instance = this; }
private void Start() { GameObject towerObj = GameObject.Find("Tower"); towerhp = towerObj.GetComponent <TowerHealth>(); }
void Start() { tower = GameObject.FindObjectOfType <TowerHealth>(); liveImages = GetComponentsInChildren <Image>(); }
void Start() { towerHealth = GetComponent <TowerHealth>(); towerHealth.OnZeroHp += Dead; }
// Use this for initialization void Awake() { health = GetComponent <TowerHealth>(); team = GetComponent <Team>(); }
void RemoveTowerHealth(Tower tower) { TowerHealth towerHealth = GetTowerHealth(tower); towerHealthList.Remove(towerHealth); }