private float currentWaitTime; //巡逻点的等待时间,默认为5 public PatrolState(ZombieAI zAI) { zombieAI = zAI; zombieMove = zombieAI.GetComponent <ZombieMovement>(); waypointIndex = 0; currentWaitTime = 5f; }
void Start() { zombie = GetComponent <Zombie>(); zombieMovement = GetComponent <ZombieMovement>(); playerPosition = GetComponent <PlayerPosition>(); slomoController = FindObjectOfType <SlomoController>(); }
void Start() { myTransform = transform; movScript = GetComponent<ZombieMovement> (); if (isServer) StartCoroutine ( Attack () ); }
void Awake() { zombieMovement = GetComponent <ZombieMovement>(); zombieLife = GetComponent <Life>(); zombieMovement.OnAttackRange.AddListener(FocusOnTarget); zombieMovement.OutOfAttackRange.AddListener(LeaveTarget); }
void Start() { zombieAnimator = GetComponent <Animator>(); zombieRigidBody = GetComponent <Rigidbody2D>(); zombieHealth = GetComponent <ZombieHealth>(); zombieMovement = GetComponent <ZombieMovement>(); zombieIK2D = GetComponent <UnityEngine.U2D.IK.IKManager2D>(); }
void Start() { zombie = GetComponent <Zombie>(); zombieHealth = GetComponent <ZombieHealth>(); zombieMovement = GetComponent <ZombieMovement>(); player = FindObjectOfType <Player>(); playerPosition = GetComponent <PlayerPosition>(); }
public ChasingState(ZombieAI zAI) { zombieAI = zAI; zombieMove = zombieAI.GetComponent <ZombieMovement>(); animator = zombieAI.GetComponent <Animator>(); timer = GameObject.FindGameObjectWithTag("GameController").GetComponent <Timer>(); isScreamed = false; attacked = false; }
private void OnCollisionEnter(Collision collision) { if (collision.gameObject.tag == "Interactable") { ZombieMovement movement = GetComponent <ZombieMovement>(); movement.Death(); audio.Play(); } }
private void Start() { anim = GetComponentInChildren <Animator>(); player = FindObjectOfType <Player.Player>(); rb = GetComponent <Rigidbody2D>(); zombieMovement = GetComponent <ZombieMovement>(); path = GetComponent <AIPath>(); ChangeState(ZombieStates.Stand); }
// Use this for initialization void Start() { animator = GetComponent <Animator>(); zombieAI = GetComponent <ZombieAI>(); zombieAudio = GetComponent <ZombieAudio>(); bodyParts = GetComponentsInChildren <Rigidbody>(); zombieMovement = GetComponent <ZombieMovement>(); characterController = GetComponent <CharacterController>(); EnableRagdoll(false); }
// Start is called before the first frame update void Start() { _player = FindObjectOfType <Player>(); _rigidbody2D = GetComponent <Rigidbody2D>(); _animator = GetComponentInChildren <Animator>(); _zombieMovement = GetComponent <ZombieMovement>(); ChangeState(ZombieStates.Stand); // состояние зомби при старте игры stand(стоит на месте) }
private void Start() { var player = GameManager.Instance.player.transform; if (player != null && behavior.CurrentState != State.TRIGGER) { Target = player; } Init(); _movement = GetComponent <ZombieMovement>(); GetComponent <DamageSystem>().onTargetDied += KillZombie; GetComponent <DamageSystem>().onTargetDamaged += d => DamageTaken(); }
void Awake() { animator = GetComponent <Animator>(); agent = GetComponent <NavMeshAgent>(); zombieMovement = GetComponent <ZombieMovement>(); zombieLife = GetComponent <Life>(); zombieLife.OnHit.AddListener(HitAnimation); zombieLife.OnDeath.AddListener(DeathAnimation); zombieMovement.OnAttackRange.AddListener(AttackAnimation); zombieMovement.OutOfAttackRange.AddListener(StopAttacking); }
void OnTriggerEnter(Collider col) { Rigidbody rig = col.transform.GetComponent <Rigidbody>(); if (rig == null) { rig = col.transform.root.GetComponent <Rigidbody>(); } ZombieMovement zmov = col.transform.root.GetComponent <ZombieMovement>(); FallDeath falldeath = col.transform.root.GetComponentInChildren <FallDeath>(); if (falldeath != null) { falldeath.FallingAnim(); } Health hcol = col.transform.root.GetComponentInChildren <Health>(); if (hcol != null) { hcol.m_killedbyPlayer = true; } if (rig != null) { GameObject tSmack = Instantiate(smackParticle, transform.position, transform.rotation); cShake.ShakeCamera(0.015f, 0.03f); PlayHitSound(col.transform.position); if (zmov != null) { zmov.DisableMovement(1); } Vector3 moveDir = (col.transform.position - transform.root.position).normalized; if (zmov != null && !zmov.unstopable) { rig.constraints = RigidbodyConstraints.None; rig.constraints = RigidbodyConstraints.FreezePositionZ | RigidbodyConstraints.FreezeRotationZ | RigidbodyConstraints.FreezeRotationY; rig.useGravity = true; } rig.AddForceAtPosition(moveDir * forceMult, transform.root.position, ForceMode.Impulse); } }
// Start is called before the first frame update void Start() { movement = GetComponent <ZombieMovement>(); anim = GetComponent <ZombieAnimation>(); alive = true; if (GameplayController.instance.zombieGoal == ZombieGoal.PLAYER) { target = GameObject.FindGameObjectWithTag(TagManager.PLAYER_TAG).transform; } else if (GameplayController.instance.zombieGoal == ZombieGoal.FENCE) { GameObject[] fences = GameObject.FindGameObjectsWithTag(TagManager.FENCE_TAG); target = fences[Random.Range(0, fences.Length)].transform; } }
private void Awake() { zombieMovement = GameObject.FindObjectOfType <ZombieMovement>(); ghostMovement = GameObject.FindObjectOfType <GhostMovement>(); camera = GameObject.FindObjectOfType <CameraFollowPlayer>(); }
void Start() { zombieMovement = GetComponent <ZombieMovement>(); zombieHealth = GetComponent <ZombieHealth>(); }
public ZombieInfo(GameObject zombie) { movement = zombie.GetComponent <ZombieMovement>(); attack = zombie.GetComponent <ZombieAttack>(); }
// Use this for initialization void Start() { zombie = ZombieMovement.FindObjectOfType <ZombieMovement>(); }
private void Start() { controller = GetComponent <ZombieMovement>(); }
private void Awake() { _zombieMovement = GetComponent <ZombieMovement>(); }
// Use this for initialization void Start() { zombMove = zombie.GetComponent<ZombieMovement> (); InvokeRepeating ("spawnZombie", varTime, repeatRate); }
void Start() { anim = this.GetComponent<Animator> (); movement = this.GetComponent<ZombieMovement> (); players = Health.FindObjectsOfType<Health> (); }