private GameObject target = null; //target object //----------------------------------------------------------------------------------------------------------------------------- new void Start() { if (active) { return; } cSlice = this.gameObject.AddComponent <CombatSlice>(); //instantiate a new combat Slice base.Start(); //fire up the entity //turret is idle until init is called. active = true; init(ownerID); }
public void init(Camp camp, Overlord ol) { this.camp = camp; this.overlord = ol; stats = new EntityStats(); stats.attack = 10000; cSlice = this.gameObject.AddComponent <CombatSlice>(); //cSlice = new CombatSlice(); cSlice.init(stats, this, null, null); active = true; }
new public void Start() { playerCamera.enabled = false; anim = this.transform.GetComponent <Animator>(); controllerState = Vector2.zero; stats = new EntityStats(); stats.statsInit(); cSlice = this.gameObject.AddComponent <CombatSlice>(); cSlice.rangedAttackLength = 1.0f; respawnPoint = transform.position; oldControllerStateR.x = 0; oldControllerStateR.y = 1; audio = this.GetComponentInParent <PlayerAudio>(); }
void OnCollisionStay(Collision col) { //player attacks override enemy attacks if (col.gameObject.tag == "Enemy" && cSlice.getState() != CombatSlice.combatState.ATTACK) { FollowTest lame = col.gameObject.GetComponent <FollowTest>(); Debug.Log(lame.ToString()); CombatSlice cs = lame.getSlice(); //...but not if the enemy attacked first if (cs.getState() == CombatSlice.combatState.ATTACK) { EntityStats es = col.gameObject.GetComponent <FollowTest>().stats; float esa = es.attack * 4; cSlice.damage(esa, es); } } }
new public void Start() { cSlice = this.gameObject.AddComponent <CombatSlice>(); audio = this.GetComponentInParent <TurretAudio>(); base.Start(); }