void Start()
        {
            enemy     = GetComponent <Enemy2D>();
            start_pos = transform.position;
            path_list.Add(transform.position);
            move_dir = Vector3.right * Mathf.Sign(transform.localScale.x);
            face_dir = move_dir;

            foreach (GameObject patrol in patrol_targets)
            {
                if (patrol)
                {
                    path_list.Add(patrol.transform.position);
                }
            }

            current_path = 0;
            if (path_list.Count >= 2)
            {
                current_path = 1; //Dont start at start pos
            }
            if (path_list.Count <= 1)
            {
                path_rewind = Mathf.Sign(transform.localScale.x) < 0f;
            }
        }
Exemple #2
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        public static Enemy2D GetNearest(Vector3 pos, float range = 999f)
        {
            float   min_dist = range;
            Enemy2D nearest  = null;

            foreach (Enemy2D point in enemy_list)
            {
                float dist = (point.transform.position - pos).magnitude;
                if (dist < min_dist)
                {
                    min_dist = dist;
                    nearest  = point;
                }
            }
            return(nearest);
        }
Exemple #3
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        void Start()
        {
            enemy_patrol   = GetComponent <EnemyPatrol2D>();
            enemy_follow   = GetComponent <EnemyFollow2D>();
            enemy          = GetComponent <Enemy2D>();
            enemy.onDeath += OnDeath;

            contact_filter              = new ContactFilter2D();
            contact_filter.layerMask    = vision_mask;
            contact_filter.useLayerMask = true;
            contact_filter.useTriggers  = false;

            if (vision_prefab)
            {
                GameObject vis = Instantiate(vision_prefab, GetEye(), Quaternion.identity);
                vis.transform.parent = transform;
                vision              = vis.GetComponent <EnemyVision2D>();
                vision.target       = this;
                vision.vision_angle = vision_angle;
                vision.vision_range = vision_range;
            }

            ChangeState(EnemyLOS2DState.Patrol);
        }
Exemple #4
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 void Start()
 {
     enemy = GetComponent <Enemy2D>();
 }