public override void Exit() { if (collisionCtrl != null) { collisionCtrl.OnObstacleHit -= HandleOnObstacleHit; collisionCtrl.OnAgentHit -= HandleOnAgentHit; } if (lifeCtrl != null) { lifeCtrl.OnBossDead -= HandleOnBossDead; } if (bossPhaseCtrl != null) { bossPhaseCtrl.OnSecondPhaseStart -= HandleOnSecondPhaseStart; bossPhaseCtrl.OnThirdPhaseStart -= HandleOnThirdPhaseStart; } if (trailController != null && leaveTrail) { trailController.EndTrail(); } bossCtrl = null; collisionCtrl = null; bossPhaseCtrl = null; lifeCtrl = null; distanceTraveled = 0; }
public override void Exit() { if (collisionCtrl != null) { collisionCtrl.OnObstacleHit -= HandleOnObstacleHit; collisionCtrl.OnAgentHit -= HandleOnAgentHit; } if (lifeCtrl != null) { lifeCtrl.OnBossDead -= HandleOnBossDead; } if (bossPhaseCtrl != null) { bossPhaseCtrl.OnSecondPhaseStart -= HandleOnSecondPhaseStart; bossPhaseCtrl.OnThirdPhaseStart -= HandleOnThirdPhaseStart; } if (rb != null) { rb.useGravity = true; } bossCtrl = null; collisionCtrl = null; bossPhaseCtrl = null; lifeCtrl = null; currentStatePhase = StatePhases.Raising; distanceTraveled = 0; distanceToTravel = 0; startHeigth = 0; maxHeigth = 0; }
/// <summary> /// Funzione di Setup /// </summary> /// <param name="_bossCtrl"></param> public void Setup(Boss1Controller _bossCtrl) { bossCtrl = _bossCtrl; bossLifeCtrl = bossCtrl.GetBossLifeController(); maxBossLife = bossLifeCtrl.GetMaxBossLife(); currentPhase = 1; bossLifeCtrl.OnBossTakeDamage += HandleOnBossTakeDamage; }
public override void Enter() { bossCltr = context.GetBossController(); lifeCtrl = bossCltr.GetBossLifeController(); lifeCtrl.SetCanTakeDamage(canTakeDirectDamage); Debug.Log("Phase 3 Iniziata"); Complete(); }
/// <summary> /// Override della funzione di Setup del BulletControllerBase /// </summary> public override void Setup() { if (ownerObject != null) { Boss1Controller bossCtrl = ownerObject.GetComponent <Boss1Controller>(); if (bossCtrl != null) { bossCollisionCtrl = bossCtrl.GetBossCollisionController(); } } base.Setup(); }
public override void Enter() { groupCtrl = context.GetLevelManager().GetGroupController(); bossCtrl = context.GetBossController(); lifeCtrl = bossCtrl.GetBossLifeController(); collisionCtrl = bossCtrl.GetBossCollisionController(); bossPhaseCtrl = bossCtrl.GetBossPhaseController(); timer = 0; waitTime = Random.Range(waitTimeRange.x, waitTimeRange.y); bossPhaseCtrl.OnSecondPhaseStart += HandleOnSecondPhaseStart; bossPhaseCtrl.OnThirdPhaseStart += HandleOnThirdPhaseStart; lifeCtrl.OnBossDead += HandleOnBossDead; collisionCtrl.OnAgentHit += HandleOnAgentHit; }
public override void Enter() { bossCtrl = context.GetBossController(); lifeCtrl = bossCtrl.GetBossLifeController(); collisionCtrl = bossCtrl.GetBossCollisionController(); bossPhaseCtrl = bossCtrl.GetBossPhaseController(); groupCtrl = context.GetLevelManager().GetGroupController(); Boss1ShootController shootCtrl = context.GetBossController().GetBossShootController(); //HACK: Così i designer possono partire a contare da 1 shootCtrl.Shoot(shootPointIndex - 1); bossPhaseCtrl.OnSecondPhaseStart += HandleOnSecondPhaseStart; bossPhaseCtrl.OnThirdPhaseStart += HandleOnThirdPhaseStart; lifeCtrl.OnBossDead += HandleOnBossDead; collisionCtrl.OnAgentHit += HandleOnAgentHit; Complete(); }
public override void Enter() { groupCtrl = context.GetLevelManager().GetGroupController(); bossCtrl = context.GetBossController(); lifeCtrl = bossCtrl.GetBossLifeController(); collisionCtrl = bossCtrl.GetBossCollisionController(); rb = collisionCtrl.GetRigidBody(); bossPhaseCtrl = bossCtrl.GetBossPhaseController(); rb.useGravity = false; startHeigth = bossCtrl.transform.position.y; maxHeigth = startHeigth + jumpHeight; distanceTraveled = 0; distanceToTravel = 0; currentStatePhase = StatePhases.Raising; bossPhaseCtrl.OnSecondPhaseStart += HandleOnSecondPhaseStart; bossPhaseCtrl.OnThirdPhaseStart += HandleOnThirdPhaseStart; lifeCtrl.OnBossDead += HandleOnBossDead; collisionCtrl.OnObstacleHit += HandleOnObstacleHit; collisionCtrl.OnAgentHit += HandleOnAgentHit; }
public override void Exit() { if (bossPhaseCtrl != null) { bossPhaseCtrl.OnSecondPhaseStart -= HandleOnSecondPhaseStart; bossPhaseCtrl.OnThirdPhaseStart -= HandleOnThirdPhaseStart; } if (lifeCtrl != null) { lifeCtrl.OnBossDead -= HandleOnBossDead; } if (collisionCtrl != null) { collisionCtrl.OnAgentHit -= HandleOnAgentHit; } bossPhaseCtrl = null; lifeCtrl = null; bossCtrl = null; }
public override void Enter() { groupCtrl = context.GetLevelManager().GetGroupController(); bossCtrl = context.GetBossController(); lifeCtrl = bossCtrl.GetBossLifeController(); collisionCtrl = bossCtrl.GetBossCollisionController(); bossPhaseCtrl = bossCtrl.GetBossPhaseController(); trailController = bossCtrl.GetBossTrailController(); distanceTraveled = 0; LookAtPosition(groupCtrl.GetGroupCenterPoint()); if (leaveTrail) { trailController.InstantiateNewTrail(); } bossPhaseCtrl.OnSecondPhaseStart += HandleOnSecondPhaseStart; bossPhaseCtrl.OnThirdPhaseStart += HandleOnThirdPhaseStart; lifeCtrl.OnBossDead += HandleOnBossDead; collisionCtrl.OnObstacleHit += HandleOnObstacleHit; collisionCtrl.OnAgentHit += HandleOnAgentHit; }
private IEnumerator WavePlaying() { message.text = ""; if (roundNumber == 1) { GameObject redBoss = Instantiate(boss1, Vector3.zero + Vector3.up * 2.7f, Quaternion.identity); Boss1Controller boss1Controller = redBoss.GetComponent <Boss1Controller>(); while (!boss1Controller.DefeatedBoss) { yield return(null); } } else { Invoke("Spawn", 2f); while (!healthController.GameOver() && !spawnEnemies.NoEnemies()) { yield return(null); } spawnEnemies.ResetWaveEnemies(); } roundNumber++; }
public override void Enter() { bossCtrl = context.GetBossController(); bossCtrl.KillBoss(); }
private void Awake() { boss1Controller = gameObject.GetComponent <Boss1Controller>(); }
/// <summary> /// Costruttore /// </summary> /// <param name="_bossCtrl"></param> /// <param name="_smController"></param> /// <param name="_gameMng"></param> public Context(Boss1Controller _bossCtrl, Boss1SMController _smController, LevelManager _lvlMng) { bossCtrl = _bossCtrl; smController = _smController; lvlMng = _lvlMng; }
/// <summary> /// Funzione di Setup /// </summary> /// <param name="_bossCtrl"></param> public void Setup(Boss1Controller _bossCtrl) { bossCtrl = _bossCtrl; }
public MainAttack(Boss1Controller controller) { this.controller = controller; }
//initialise scripts into variables void Start() { boss1Controller = GetComponent <Boss1Controller> (); boss2Controller = GetComponent <Boss2Controller> (); playerController = GameObject.FindObjectOfType <PlayerController>(); }
/// <summary> /// Funzione di Setup /// </summary> /// <param name="_bossCtrl"></param> public void Setup(Boss1Controller _bossCtrl) { bossCtrl = _bossCtrl; bossCollisionCtrl = bossCtrl.GetBossCollisionController(); trails = new List <TrailController>(); }
// OnStateEnter is called when a transition starts and the state machine starts to evaluate this state public override void OnStateEnter(Animator animator, AnimatorStateInfo stateInfo, int layerIndex) { boss1Controller = GameObject.FindGameObjectWithTag("Boss").GetComponent<Boss1Controller>(); }