// IDK in case we need some default thing if we add more phases?? // Aint gotta be filled in. static public void DefaultBossTransision() { ////////////////////// // All Example Shit // ////////////////////// // Set the positions of the characters for this transition. //EntityStats.Instance.GetObjectOfEntity("Player").transform.position = . . . //EntityStats.Instance.GetObjectOfEntity("Boss").transform.position = . . . // Disable the player camera and enable the cinematic camera. //playerCam.gameObject.SetActive(false); //cinematicCam.gameObject.SetActive(true); // Do other cinematic camera functionality to get it ready. //cinematicCam.transform.postion = . . . //cinematicCam.transform.LookAt(cameraLockOnPoint); // Begin animations of the characters //EntityStats.Instance.GetObjectOfEntity("Player").GetComponent<Animator>().SetInteger("SomeAnimPara/PhaseOne", 0); //EntityStats.Instance.GetObjectOfEntity("Boss").GetComponent<Animator>().SetInteger("SomeAnimPara/PhaseOne", 0); //EntityStats.Instance.RestoreAllStats(); BossBrain bossbrain = EntityStats.Instance.GetObjectOfEntity("Boss").GetComponent <BossBrain>(); EntityStats.Instance.SetMaxHealthOfEntity("Boss", bossbrain.m_bossPhaseList[bossbrain.m_currentPhase + 1].m_healthAtStart); EntityStats.Instance.RestoreAllStatsInstant(); }
public void DeactivateHitBox(int a_colliderNumber) { GameObject boss = EntityStats.Instance.GetObjectOfEntity("Boss"); BossBrain brain = boss.GetComponent <BossBrain>(); boss.GetComponent <BossVariables>().m_weaponColliders[a_colliderNumber].enabled = false; }
void Start() { instance = this; basicAttack = GetComponent <BossMovement>(); bossAbility = GetComponent <BossAbility>(); bossDefense = GetComponent <BossDefense>(); bossResources = GetComponentInParent <ResourceManager>(); bossAgent = GetComponent <NavMeshAgent>(); disablingScripts = false; bossAnim = GetComponent <Animator>(); p_MaxHp = 100; p_CurrentHP = p_MaxHp; _pHealth.text = "p_Health: " + p_CurrentHP; p_EstimateHP = 0; playerIsAlive = true; cdOne = 0; cdTwo = 0; cdThree = 0; primaryUpgradeCount = 0; defensiveUpgradeCount = 0; choice = 0; attackDetected = false; this.enabled = false; }
static public void PhaseTwoTransition() { // Debug.Log("PhaseTwoX"); // //////////////////// // All Example Shit // // //////////////////// // Set the positions of the characters for this transition. // EntityStats.Instance.GetObjectOfEntity("Player").transform.position = . . . // EntityStats.Instance.GetObjectOfEntity("Boss").transform.position = . . . // Disable the player camera and enable the cinematic camera. // playerCam.gameObject.SetActive(false); // cinematicCam.gameObject.SetActive(true); // Do other cinematic camera functionality to get it ready. // cinematicCam.transform.postion = . . . // cinematicCam.transform.LookAt(cameraLockOnPoint); BossBrain bossbrain = EntityStats.Instance.GetObjectOfEntity("Boss").GetComponent <BossBrain>(); EntityStats.Instance.SetMaxHealthOfEntity("Boss", bossbrain.m_bossPhaseList[bossbrain.m_currentPhase + 1].m_healthAtStart); Camera.main.GetComponentInChildren <BossMusicScript>().IncrementBossPhase(); EntityStats.Instance.RestoreAllStatsInstant(); }
void Start() { bossBrain = GetComponentInChildren <BossBrain>(); startPosition = transform.position; startRotation = transform.rotation; myResources = GetComponent <ResourceManager>(); //bossAnim.GetComponentInChildren<Animator>(); }
static public void PhaseFourTransition() { BossBrain bossbrain = EntityStats.Instance.GetObjectOfEntity("Boss").GetComponent <BossBrain>(); EntityStats.Instance.SetMaxHealthOfEntity("Boss", bossbrain.m_bossPhaseList[bossbrain.m_currentPhase + 1].m_healthAtStart); Camera.main.GetComponentInChildren <BossMusicScript>().IncrementBossPhase(); EntityStats.Instance.RestoreAllStatsInstant(); }
// Use this for initialization void Start() { direction = -1; currentState = States.STAY; bossBrain = GetComponent <BossBrain>(); animator = GetComponent <Animator>(); sprite = GetComponent <SpriteRenderer>(); battleOn = false; }
public void ActivateHitBox(int a_colliderNumber) { GameObject boss = EntityStats.Instance.GetObjectOfEntity("Boss"); BossBrain brain = boss.GetComponent <BossBrain>(); // Need to get correct colider from attack stored within boss. // int colliderToModify = (int)brain.m_currentAttackVariables.m_colliderToActivate[brain.m_currentAttackVariables.m_attackInChain]; boss.GetComponent <BossVariables>().m_weaponColliders[a_colliderNumber].enabled = true; }
static public void BossDefeatedTransition() { Debug.Log("Ripperino in pelagrino."); BossBrain bossbrain = EntityStats.Instance.GetObjectOfEntity("Boss").GetComponent <BossBrain>(); Camera.main.GetComponentInChildren <BossMusicScript>().IncrementBossPhase(); bossbrain.enabled = false; EntityStats.Instance.GetObjectOfEntity("Boss").GetComponent <Animator>().SetInteger("Death", 1); }
public static void Open(BossBrain _dataObject) { script = _dataObject; BossBrainEditorWindow window = CreateInstance <BossBrainEditorWindow>(); Texture windowIcon = AssetDatabase.LoadAssetAtPath <Texture>("Assets/Prototyping/EricsFun/Objects/BossEntity/Editor/bwain.png"); GUIContent windowTitleContent = new GUIContent("Boss Brain Editor", windowIcon); window.titleContent = windowTitleContent; window.serializedObject = new SerializedObject(_dataObject); window.Show(); }
public override void OnLoad() { base.OnLoad(); var brain = new BossBrain(this); brain.Abilities = CreatureService.BossSpawnAbilities.Where(x => x.BossSpawnId == this.BossId).ToList(); AiInterface.SetBrain(brain); //AiInterface.SetBrain(new BossBrain(this)); }
// Use this for initialization void Start() { bossRigidBody = GetComponent <Rigidbody2D>(); bossBrain = GetComponent <BossBrain>(); heroCollider = GetComponent <BoxCollider2D>(); animator = GetComponent <Animator>(); gameManager = GameObject.Find("GameManager").GetComponent <GameManager>(); swordHBRight = transform.Find("swordHBRight").gameObject; swordHBLeft = transform.Find("swordHBLeft").gameObject; sprite = GetComponent <SpriteRenderer>(); canTakeDamage = true; }
// Start is called before the first frame update void Start() { // Init the player lives. int lifeCount = EntityStats.Instance.GetLivesOfEntity("Player"); Vector2 lastPlayerPos = Vector2.zero; for (int i = 0; i < lifeCount; i++) { newLives.Add(Instantiate(originalFeather, playerLifeParent.transform)); string newName = "Life0" + (i + 1); newLives[i].name = newName; if (newLives.Count > 1) { newLives[i].GetComponent <RectTransform>().anchoredPosition = new Vector2(lastPlayerPos.x + featherOffsetX, 0); } lastPlayerPos = newLives[i].GetComponent <RectTransform>().anchoredPosition; } // Init the bosses phases. bwain = EntityStats.Instance.GetObjectOfEntity("Boss").GetComponent <BossBrain>(); Vector2 lastPos = Vector2.zero; for (int i = 0; i < bwain.m_bossPhaseList.Count; i++) { newFeathers.Add(Instantiate(originalFeather, featherParent.transform)); string newName = "Feather0" + (i + 1); newFeathers[i].name = newName; if (newFeathers.Count > 1) { newFeathers[i].GetComponent <RectTransform>().anchoredPosition = new Vector2(lastPos.x + featherOffsetX, 0); } lastPos = newFeathers[i].GetComponent <RectTransform>().anchoredPosition; } // Sub to the event system. EntityStats.Instance.onPlayerLifeLost += EntityStats_OnPlayerLifeLost; EntityStats.Instance.onBossPhaseChange += EntityStats_OnBossPhaseChange; }