Inheritance: MonoBehaviour
Esempio n. 1
0
	public virtual void CommenceFiring(Enemy en)
	{
		cooldown = sec_to_cooldown * 0.5f;
		
		foreach (CombinerEnemy e in squad)
			e.ute = true;
	}
    protected override void OnHit(Shooting shooting, Enemy enemy, Vector3 contactPoint)
    {
        var level = shooting.CrossLevel;
        enemy.Health -= Power[Math.Min(level - 1, 2)];

        if (LockedTo != null)
            LockedTo.LockedOn = false;

        var dead = enemy.Health <= 0;

        if (dead && !enemy.Dead)
        {
            var xploGo = (GameObject)Instantiate(Shooting.ExplosionTemplate);
            xploGo.transform.position = enemy.transform.position;
            xploGo.transform.rotation = Random.rotation;
            if (enemy is SingleShotBehaviour && (enemy as SingleShotBehaviour).invertColors)
                xploGo.renderer.material = ColorShifting.Materials["clr_Red"];
            else
                xploGo.renderer.material = ColorShifting.Materials[ColorShifting.EnemyMaterials[enemy.GetType()]];
        }

        base.OnHit(shooting, enemy, contactPoint);

        Destroy(gameObject);
    }
Esempio n. 3
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	protected virtual void Gather(Enemy en = null)
	{
		Vector3 avg = Vector3.zero;
		foreach (Enemy e in this)
			avg += e.Destination;
		avg /= NumMembers;
		avg.z = -50f;
		
		int mod = 0;
		foreach (CombinerEnemy e in this)
		{
			e.DestinationReached -= Gather;
			e.ute = false;
			
			Vector3 dest = avg;
			if (mod == 0)
			{
				e.Destination = avg;
				avg = e.Destination;
				e.destination.rotation = Quaternion.identity;
				e.focus = true;
				e.DestinationReached += e.CommenceFiring;
			}
			else
			{
				dest += new Vector3(15f - 15f * (mod - 1), 0f, -15f);
				e.Destination = dest;
				e.destination.rotation = Quaternion.LookRotation(avg - e.Destination, e.transform.up);
				e.focus = false;
			}
			mod++;
		}
	}
    // Use this for initialization
    void Start()
    {
        pool = GameObject.FindGameObjectWithTag("DungeonManager").GetComponent<DungeonManager>().getPool();

        enemyList = new List<Enemy>();
        string path = Application.dataPath + @"/Resources/XML/EnemyList.xml";
        XmlReader xmlReader = XmlReader.Create(path);
        while(xmlReader.Read ())
        {
            if((xmlReader.NodeType == XmlNodeType.Element) && (xmlReader.Name == "Enemy"))
            {
                if(xmlReader.HasAttributes)
                {
                    if (xmlReader.GetAttribute("pool") == pool)
                    {
                        Enemy tempEnemy = new Enemy();
                        tempEnemy.charName = xmlReader.GetAttribute("name");
                        //tempEnemy. = xmlReader.GetAttribute("desc");
                        tempEnemy.health = int.Parse(xmlReader.GetAttribute("health"));
                        tempEnemy.strength = int.Parse(xmlReader.GetAttribute("str"));
                        tempEnemy.endurance = int.Parse(xmlReader.GetAttribute("end"));
                        tempEnemy.agility = int.Parse(xmlReader.GetAttribute("agi"));
                        tempEnemy.magicSkill = int.Parse(xmlReader.GetAttribute("mag"));
                        tempEnemy.luck = int.Parse(xmlReader.GetAttribute("luck"));
                        tempEnemy.range = int.Parse(xmlReader.GetAttribute("range"));
                        tempEnemy.drop = xmlReader.GetAttribute("drop");
                        tempEnemy.image = xmlReader.GetAttribute("image");
                        enemyList.Add(tempEnemy);
                    }
                }
            }
        }
        //Debug.Log("Possible enemies: " + enemyList.Count);
        populateFloor();
    }
Esempio n. 5
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 public Vector3 getPosInEnemyBody(Enemy enemy)
 {
     BoxCollider bc = enemy.collider as BoxCollider;
     float randomX = UnityEngine.Random.Range(bc.bounds.min.x,bc.bounds.max.x);
     float randomY  = UnityEngine.Random.Range(bc.bounds.min.y,bc.bounds.max.y);
     return new Vector3(randomX, randomY,0);
 }
Esempio n. 6
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    // Use this for initialization
    void Start()
    {
        mainObject = transform.parent.GetComponent<Enemy>();
        sightRadius = GetComponent<CircleCollider2D>().radius;

        layerMask = ~Game.nodeMask;
    }
Esempio n. 7
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    public void ShowEffect(Enemy enemy)
    {
        if(Effectt_Prb == null)
        {
            Effectt_Prb = Resources.Load("eft/Gamora/SkillEft_GAMORA30AB") as GameObject;
        }

        GameObject front = Instantiate(Effectt_Prb) as GameObject;
        front.transform.parent = enemy.transform;
        front.transform.localPosition = new Vector3(0,500,-15);

        GameObject behind = Instantiate(Effectt_Prb) as GameObject;
        behind.transform.parent = enemy.transform;
        behind.transform.localPosition = new Vector3(0,500,100);

        effects.Add(front);
        effects.Add(behind);
        if (targets.ContainsKey(enemy.getID())){
            targets[enemy.getID()] = effects.Count-2;
        }
        else{
            targets.Add(enemy.getID(), effects.Count-2);
        }

        PackedSprite ps = front.GetComponent<PackedSprite>();
        ps.Color = new Color(ps.Color.r, ps.Color.g,ps.Color.b,0.5f);
    }
	public void _KillEnemy(Enemy _enemy)
	{
		GameObject _clone = Instantiate(_enemy.deathParticles, _enemy.transform.position, Quaternion.identity) as GameObject;
		Destroy(_clone, 5f);
		cameraShake.Shake(_enemy.shakeAmt, _enemy.shakeLength);
		Destroy(_enemy.gameObject);
	}
    static void Main(String[] args)
    {
        string[] inputs;

        // game loop
        while (true)
        {
            int count = int.Parse(Console.ReadLine()); // The number of current enemy ships within range
            Console.Error.WriteLine("Count:" + count);
            
            Enemy[] enemys = new Enemy[count];
            
            for (int i = 0; i < count; i++)
            {
                inputs = Console.ReadLine().Split(' ');
                enemys[i] = new Enemy(inputs[0], int.Parse(inputs[1]));
            }

            Array.Sort(enemys, delegate(Enemy en1, Enemy en2) {
                    return en1.Dist.CompareTo(en2.Dist);
                  });
                  
            Console.WriteLine(enemys[0].Name);
        }
    }
Esempio n. 10
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 // TODO : rename
 private void killEnemyPlusEffect(Enemy enemy)
 {
     Transform deathParticles = Instantiate(enemy.deathParticles, enemy.transform.position, Quaternion.identity) as Transform;
     Destroy(deathParticles.gameObject, 2f);
     camerashake.shake(enemy.shakeAmt, enemy.shakeLenght);
     Destroy(enemy.gameObject);
 }
Esempio n. 11
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    // Use this for initialization
    IEnumerator Start()
    {
        spaceship = GetComponent<Spaceship> ();
        common = GetComponent<EnemyCommon>();
        enemy = GetComponent<Enemy>();
        common.Init();

        //SE関係
        audioSource = gameObject.GetComponent<AudioSource>();
        audioSource.clip = shootSE;
        //

        s2 = common.CreateShotPosition();
        pt = FindObjectOfType<Party>().transform;

        //FindObjectOfType<MessageWindow>().showMessage("メテオ");

        yield return new WaitForEndOfFrame();

        //StartCoroutine("Stop");

        StartCoroutine("Attack1");

        yield break;
    }
Esempio n. 12
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    // Update is called from enemy once per frame
    public EnemyTask.State Update()
    {
        if (_myEnemy == null) return EnemyTask.State.ENEMY_DEAD;

        if (_myTask == null)
        {
            _myEnemy.DoNothing();
            return EnemyTask.State.COMPLETE;
        }

        switch (_myEnemy.CurrentState)
        {
            case Enemy.EnemyState.OK:
                return _myTask.DoTask();

            case Enemy.EnemyState.HIT:
                return EnemyTask.State.FAILED; // this is because may have been knocked off course and need to recalculate paths etc

            case Enemy.EnemyState.DEAD:
                _myEnemy = null;
                return EnemyTask.State.ENEMY_DEAD;
        }

        return EnemyTask.State.ONGOING;
    }
Esempio n. 13
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        /// <summary>
        /// Load graphics content for the game.
        /// </summary>
        public override void Activate(bool instancePreserved)
        {
            if (!instancePreserved)
            {
                if (content == null)
                    content = new ContentManager(ScreenManager.Game.Services, "Content");

                gameFont = content.Load<SpriteFont>(@"Game\gamefont");

                // La map
                //Texture2D grassTexture = content.Load<Texture2D>("grass");
                //Texture2D pathTexture = content.Load<Texture2D>("path");
                level.AddTexture(content.Load<Texture2D>(@"Game\Levels\grass"));
                level.AddTexture(content.Load<Texture2D>(@"Game\Levels\path"));

                // Enemy
                //Texture2D enemyTexture = content.Load<Texture2D>("enemy");
                enemy = new Enemy(content.Load<Texture2D>(@"Game\Enemies\enemy"), Vector2.Zero, 100, 10, 0.5f);
                enemy.SetWaypoints(level.Waypoints);

                // Player
                //Texture2D towerTexture = content.Load<Texture2D>("ARROW");
                player1 = new Player(this.level, content.Load<Texture2D>(@"Game\Towers\arrow"));

                // A real game would probably have more content than this sample, so
                // it would take longer to load. We simulate that by delaying for a
                // while, giving you a chance to admire the beautiful loading screen.
                //Thread.Sleep(1000);

                // once the load has finished, we use ResetElapsedTime to tell the game's
                // timing mechanism that we have just finished a very long frame, and that
                // it should not try to catch up.
                ScreenManager.Game.ResetElapsedTime();
            }
        }
Esempio n. 14
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    public void DropLoot(Enemy enemy)
    {
        string enemyName = enemy.enemyName;

        if (lootTables.ContainsKey (enemyName)) {
            LootTable lootTable = lootTables [enemyName];
            foreach (Loot loot in lootTable.loots) {

                for (int i = 0; i < loot.amount; i++) {
                    int roll = UnityEngine.Random.Range (1, 1001);
                    if (roll <= loot.dropRate) {
                        switch (loot.type) {
                        case LootType.SWORD:
                            if (weaponPrefabs.ContainsKey (loot.id))
                                Instantiate (weaponPrefabs [loot.id], enemy.transform.position, Quaternion.Euler (90.0f, 0.0f, 0.0f));
                            break;
                        case LootType.POTION:
                            if (potionPrefabs.ContainsKey (loot.id))
                                Instantiate (potionPrefabs [loot.id], enemy.transform.position, Quaternion.identity);
                            break;
                        }
                    }
                }
            }
        }
    }
Esempio n. 15
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	public EnemyAggro(Enemy enemy, Transform target) : base(enemy)
	{
		this.target = target;
		enemy.navMeshAgent.SetDestination (target.position);
		enemy.navMeshAgent.Resume ();
		Begin();
	}
Esempio n. 16
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 public override void Attack(Player player,Direction to,Map map,Enemy[] enemy,int cnt)
 {
     int x=player.X;
     int y=player.Y;
     int dx = 0, dy = 0;
     switch (to)
     {
         case Direction.Up:		dx=-1;	break;
         case Direction.Down:	dx=1;	break;
         case Direction.Left:	dy=-1;	break;
         case Direction.Right:	dy=1;	break;
     }
     while (x >= 0 && x < map.X && y >= 0 && y < map.Y)
     {
         x += dx;
         y += dy;
         for (int i = 0; i < cnt; ++i)
             if (enemy[i].X == x && enemy[i].Y == y && enemy[i].Alive)
             {
                 enemy[i].Beaten(ATK, map);
                 spark[0].X0 = player.X;
                 spark[0].Y0 = player.Y;
                 spark[0].X = x;
                 spark[0].Y = y;
                 return;
             }
     }
     spark[0].X0 = player.X;
     spark[0].Y0 = player.Y;
     spark[0].X = x;
     spark[0].Y = y;
 }
Esempio n. 17
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 public void PlayerEnemyCollide(Player player, Enemy enemy)
 {
     Rectangle playerBox = player.state.GetBoundingBox(player.position);
     Rectangle enemyBox = enemy.state.GetBoundingBox(enemy.position);
     Rectangle intersection = Rectangle.Intersect(playerBox, enemyBox);
     player.interactable = true;
     player.interactEnemy = enemy;
     if (intersection.Height > intersection.Width)
     {
         if (playerBox.Right > enemyBox.Left && playerBox.Right < enemyBox.Right)
         {
             player.position.X -= intersection.Width; // left
         }
         else
         {
             player.position.X += intersection.Width; // right
         }
     }
     else if (intersection.Height < intersection.Width)
     {
         if (playerBox.Bottom > enemyBox.Top && playerBox.Bottom < enemyBox.Bottom)
         {
             player.position.Y -= intersection.Height; // up
         }
         else
         {
             player.position.Y += intersection.Height; // down
         }
     }
 }
	void Start () {
		// initialize enemy's attribute
		enemy = GameObject.FindGameObjectWithTag("Enemy"); // find enemy gameobject int the scene
		enemyAttribute = enemy.GetComponent<Enemy> ();
		enemyScore = enemy.GetComponent<EnemyScore> ();
		enemyAttack = enemy.GetComponent<EnemyAttack> ();
	}
Esempio n. 19
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 public PatrolBehaviour(Enemy enemy, GameObject bounds)
     : base()
 {
     this.enemy = enemy;
     this.bounds = bounds;
     boundSize = bounds.GetComponent<SpriteRenderer> ().bounds.size.y / 2;
 }
 public AttackingEnemyState(Enemy enemy, Player player)
 {
     this.enemy = enemy;
     enemyRigidbody = enemy.GetComponent<Rigidbody>();
     this.player = player;
     randomMoveDelay = Random.Range(1f, 2f);
 }
Esempio n. 21
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 public void setUI(Enemy e)
 {
     pName.text = e.Name;
     HealthText.text = "Health: " + e.Health.ToString() + "/" + e.HealthTotal.ToString();
     float hRatio = (float)e.Health / (float)e.HealthTotal;
     HealthBar.rectTransform.sizeDelta = new Vector2(HealthSize.x * hRatio, HealthSize.y);
 }
Esempio n. 22
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 public void SetEnemyValues( Enemy other )
 {
     this.health = other.health;
     this.movement = other.movement;
     this.enemySprite = other.enemySprite;
     this.enemyName = other.enemyName;
 }
Esempio n. 23
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 public override Status e_Visit(Enemy en)
 {
     if (e_Predicate(en))
         return Status.Success;
     else
         return Status.Fail;
 }
Esempio n. 24
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 public CatWolfAI(Enemy catwolf)
     : base(catwolf)
 {
     viewRange = 15f;
     distantToPlayer = 1.3f;
     person = (CatWolf)_person;
 }
Esempio n. 25
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    // ���ҵ���
    void FindEnemy()
    {
        m_targetEnemy = null;

        int lastlife = 0;
        foreach (Enemy enemy in GameManager.Instance.m_EnemyList)
        {
            if (enemy.m_life == 0)
                continue;

            Vector3 pos1 = this.transform.position;
            Vector3 pos2 = enemy.transform.position;

            float dist=Vector2.Distance(new Vector2(pos1.x, pos1.z), new Vector2(pos2.x, pos2.z));

            if (dist > m_attackArea)
                continue;

            if (lastlife == 0 || lastlife > enemy.m_life)
            {
                m_targetEnemy = enemy;

                lastlife = enemy.m_life;
            }
        }
    }
Esempio n. 26
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 public RotopollyAI(Enemy c)
     : base(c)
 {
     viewRange = 20f;
     person = (Rotopolly)_person;
     comboChance = person.setting.runComboChance;
 }
Esempio n. 27
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    public void addThreat(CRController source, float threat)
    {
        int i=0;
        for (; i<_enemies.Count; i++)
        {
            Enemy enemy = _enemies[i];
            if (enemy.controller == source)
            {
                enemy.threat = enemy.threat + threat;
                _enemies[i] = enemy;
                break;
            }
        }

        if (i >= _enemies.Count)
        {
            Enemy enemy = new Enemy();
            enemy.controller = source;
            enemy.threat = threat;

            _enemies.Add(enemy);
        }
        else
        {
            if (i > 0 && _enemies[i].threat > _enemies[i-1].threat)
            {
                Enemy tmp = _enemies[i];
                _enemies[i] = _enemies[i-1];
                _enemies[i-1] = tmp;
            }
        }

        updateTarget();
    }
Esempio n. 28
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 // update enemy kill counter
 public void EnemyDie(Enemy enemy)
 {
     // update kill amount
     KillCountAmount ();
     // add gold amount
     GoldCountAmount (enemy.gold);
 }
Esempio n. 29
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 void OnEnemyInstantiate(Enemy enemy)
 {
     _enemies[_index++] = enemy;
     enemy.name = pfEnemy.name;
     enemy.spawner = this;
     enemy.Respawn();
 }
Esempio n. 30
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 // Update is called once per frame
 void Update()
 {
     while (fuel > 0) {
         Vector2 vector = transform.forward;
         float distance = 1000;
         Vector2 target = Vector2.zero;
         foreach (FallingBody b in Universe.world.characters) {
             if (b is Enemy) {
                 float delta = Vector2.Distance(transform.position, b.transform.position);
                 if (delta < 1) Detonate();
                 if (delta < distance) {
                     target = b.transform.position;
                 }
             }
         }
         if (distance < 1000) {
             vector += (target - (Vector2) transform.position) * .1f;
         }
         velocity += (new Vector2d(vector.x, vector.y).normalized)* Time.deltaTime * missileForce;
         fuel -= Time.deltaTime;
     }
     time -= Time.deltaTime;
     transform.position = Universe.WorldToView(position);
     if (time < 0) Detonate();
 }
Esempio n. 31
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    // upper half of the screen is dedicated to enemies
    void GenerateEnemies(bool randomizeHealth, bool randomizeBonuses)
    {
        float enemyCurrProbability = 0;

        GObject entity = null;

        ReturnOldObjectsToPool();

        float worldSizeX = m_WorldBounds.x * 2;
        float worldSizeY = m_WorldBounds.y;

        //possible num of enemies in matrix taking into account gaps between and screen size
        float enemiesOnXTotalWidth  = Mathf.Floor(worldSizeX);
        float enemiesOnYTotalHeight = Mathf.Floor(worldSizeY);

        float borderX = worldSizeX - enemiesOnXTotalWidth;
        float borderY = worldSizeY - enemiesOnYTotalHeight;

        float enemySpaceX = (enemiesOnXTotalWidth - m_EnemyGapTotal) / Enemy.WIDTH;
        float enemySpaceY = (enemiesOnYTotalHeight - m_EnemyGapTotal) / Enemy.HEIGHT;

        float enemiesOnX = Mathf.Floor(enemySpaceX);
        float enemiesOnY = Mathf.Floor(enemySpaceY);

        borderX += (enemySpaceX - enemiesOnX);
        borderY += (enemySpaceY - enemiesOnY);

        float gapX = m_EnemyGapTotal / (enemiesOnX - 1);
        float gapY = m_EnemyGapTotal / (enemiesOnY - 1);

        // Debug.Log("worldSizeX " + worldSizeX + " enemiesOnX " + enemiesOnX + " borderX " + borderX);
        // Debug.Log("worldSizeY " + worldSizeY + " enemiesOnY " + enemiesOnY + " borderY " + borderY);

        // Debug.Log("gapX " + gapX + " enemiesOnXTotalWidth " + enemiesOnXTotalWidth);
        // Debug.Log("gapY " + gapX + " enemiesOnYTotalHeight " + enemiesOnYTotalHeight);

        for (int i = 0; i < enemiesOnX; i++)
        {
            for (int j = 0; j < enemiesOnY; j++)
            {
                // if (j>0) break; // test

                enemyCurrProbability = UnityEngine.Random.Range(0f, 1f);
                if (enemyCurrProbability <= c_EnemyProbability)
                {
                    entity = MainLogic.GetMainLogic().GetEntityManager().GetEntity(GObject.ObjectType.Enemy);
                    // Debug.Log("put enemy " + entity);

                    if (entity != null)
                    {
                        m_VcTemp.x = borderX / 2 + gapX * i + Enemy.WIDTH * i + Enemy.WIDTH / 2 - m_WorldBounds.x;
                        m_VcTemp.y = (-1) * (borderY / 2 + gapY * j + Enemy.HEIGHT * j + Enemy.HEIGHT / 2) + m_WorldBounds.y;

                        entity.Put(m_VcTemp.x, m_VcTemp.y);

                        entity.m_Transform.SetParent(m_TrsLevelObjects);
                        m_AllEnemies.Add(entity);

                        Enemy enemy = entity as Enemy;
                        enemy.Reset();

                        enemy.AddDieListener(OnEnemyDie);

                        if (randomizeHealth)
                        {
                            enemy.RandomizeHealth();
                        }
                        else
                        {
                            enemy.SetDefaultHealth();
                        }

                        if (randomizeBonuses)
                        {
                            enemy.RandomizeBonus();
                        }
                    }
                }
            }
        }
        m_TotalEnemiesOnLevel = m_AllEnemies.Count;
    }
Esempio n. 32
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 public void RemoveActiveEnemy(Enemy enemy)
 {
 }
Esempio n. 33
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 //Call this to add the passed in Enemy to the List of Enemy objects.
 public void AddEnemyToList(Enemy script)
 {
     //Add Enemy to List enemies.
     enemies.Add(script);
 }
 public override void Act(Enemy enemy)
 {
     roBear = (RoBear2)enemy;
     BuildCycle();
     Animate();
 }
Esempio n. 35
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 public void function(Enemy self)
 {
     self.moveCharacter(-self.getTargetVector());
 }
Esempio n. 36
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 public void AddEnemyToList(Enemy script)
 {
     enemies.Add(script);
 }
Esempio n. 37
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 private void Awake()
 {
     health = GetComponent <Health>();
     enemy  = GetComponent <Enemy>();
 }
Esempio n. 38
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 private void OnEnemyDead(Enemy enemy)
 {
     enemy.EnemyDead -= OnEnemyDead;
     enemies.Remove(enemy);
 }
Esempio n. 39
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 public void Add(Enemy enemy)
 {
     enemies.Add(enemy);
 }
Esempio n. 40
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 public ScytheSpin(Enemy enemy, EnemyHealth bossHealth) : base(enemy, bossHealth)
 {
     _originalPosition = _transform.position;
 }
Esempio n. 41
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 public override void dealtDamage(int damageDealt, Enemy enemy)
 {
     summonLightning(enemy);
 }
Esempio n. 42
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 private void Awake()
 {
     trans = transform;
     enemy = GetComponentInParent <Enemy>() as Enemy;
 }
Esempio n. 43
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 public override void PerformAction()
 {
     Enemy.StartAction(new NoAction(), true, null);
 }
Esempio n. 44
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    IEnumerator delayUntilClear(Enemy enemy)
    {
        yield return(new WaitForSeconds(1f));

        enemyList.Remove(enemy);
    }
Esempio n. 45
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    void Start()
    {
        enemy = this.gameObject.GetComponent <Enemy> ();

        enemy.description("This  spider  just  wants  a  little  bite.");
    }
Esempio n. 46
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 public void Enter(Enemy enemy)
 {
     this.enemy = enemy;
 }
Esempio n. 47
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 // Manage enemies
 private void RegisterEnemy(Enemy enemy)
 {
     enemyList.Add(enemy);
 }
Esempio n. 48
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    void OnTriggerStay2D(Collider2D other)
    {
        if (!ready)
        {
            return;
        }         //check if ready to arc first. Saves a bit of cpu.

        if (other.gameObject.tag == "Enemy" || other.gameObject.tag == "Boss")
        {
            lr.enabled       = true;
            lr.positionCount = 2;
            Vector3 surfaceTarget = other.gameObject.GetComponent <Collider2D> ().bounds.ClosestPoint(transform.position); //hopefully targets the outer part of the collider.
            lr.SetPosition(0, transform.position);                                                                         //from inside of ball to
            lr.SetPosition(1, surfaceTarget);                                                                              //enemy's collider edge.
            audioManager.PlaySound("Zap1");
            damageCountdown = damageInterval;                                                                              //we're about to hit an enemy. this will keep us from hitting another enemy for 0.1s
            ready           = false;

            if (other.gameObject.tag == "Enemy")                    //if it's a regular enemy
            {
                Enemy targetScript = other.GetComponent <Enemy> (); //get the enemy script
                targetScript.health -= arcDamage;                   //damage it. hopefully.
                targetScript.HitFeedback();
            }
            if (other.CompareTag("Boss"))
            {
                if (other.GetComponent <Stage1Boss> ())
                {
                    other.GetComponent <Stage1Boss> ().DamageEnemy(damage, UID);
                }
                else if (other.GetComponent <SnekSegment> ())
                {
                    other.GetComponent <SnekSegment> ().DamageEnemy(damage, UID);
                }
                else if (other.GetComponent <SnekHead> ())
                {
                    other.GetComponent <SnekHead> ().DamageEnemy(damage, UID);
                }
                else if (other.GetComponent <Stage2Boss> ())
                {
                    other.GetComponent <Stage2Boss> ().DamageEnemy(damage, UID);
                }
                else if (other.GetComponent <Stage3BossPart> ())
                {
                    other.GetComponent <Stage3BossPart> ().DamageEnemy(damage, UID);
                }
                else if (other.GetComponent <Stage5Boss> ())
                {
                    other.GetComponent <Stage5Boss> ().DamageEnemy(damage, UID);
                }
                else if (other.GetComponent <BossaCoreScript> ())
                {
                    other.GetComponent <BossaCoreScript> ().DamageEnemy(damage, UID);
                }
                else if (other.GetComponent <WeakBoss1> ())
                {
                    other.GetComponent <WeakBoss1> ().DamageEnemy(damage, UID);
                }
                else if (other.GetComponent <WeakBoss4> ())
                {
                    other.GetComponent <WeakBoss4> ().DamageEnemy(damage, UID);
                }
                else if (other.GetComponent <WeakBoss5> ())
                {
                    other.GetComponent <WeakBoss5> ().DamageEnemy(damage, UID);
                }
                else if (other.transform.parent != null)
                {
                    if (other.transform.parent.GetComponent <Stage3Boss>())
                    {
                        other.transform.parent.GetComponent <Stage3Boss>().DamageEnemy(damage, UID);
                    }
                    if (other.transform.parent.GetComponent <WeakBoss2>())
                    {
                        other.transform.parent.GetComponent <WeakBoss2>().DamageEnemy(damage, UID);
                    }
                    if (other.transform.parent.GetComponent <Stage6Boss>())
                    {
                        other.transform.parent.GetComponent <Stage6Boss>().DamageEnemy(damage, UID);
                    }
                }
            }
        }
    }
Esempio n. 49
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    /// <summary>
    /// Enemy's damage box
    /// </summary>
    public void GetParameters(int damage, Element element, Vector2 position, Vector2 colliderSize, float lifeTime, AudioClip impactClip, int targetLayer, float dazedTime, Vector2 repulseVector, Enemy enemyParent)
    {
        this.damage        = damage;
        this.element       = element;
        this.position      = position;
        this.colliderSize  = colliderSize;
        this.lifeTime      = lifeTime + Time.time;
        this.impactClip    = impactClip;
        this.targetLayer   = targetLayer;
        this.dazedTime     = dazedTime;
        this.repulseVector = repulseVector;
        this.enemyParent   = enemyParent;

        damageType = DamageTypes.Slash;
    }
Esempio n. 50
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 public void UnregisterEnemy(Enemy enemy)
 {
     enemyList.Remove(enemy);
     enemy.Agent.enabled = false;
     KillEnemy(enemy);
 }
Esempio n. 51
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 override public void Effect(Player player, Enemy enemy)
 {
     enemy.GetDMG(dmgValue + player.CurrentStr);
     player.CurrentPO += defValue + player.CurrentDex;
 }
Esempio n. 52
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 private void Start()
 {
     enemy = GetComponent <Enemy>();
 }
Esempio n. 53
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 public override void tookDamage(int amountDamage, Enemy enemy)
 {
     StartCoroutine(delayStasisPeriod());
 }
Esempio n. 54
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 public IdleState(Enemy enemy, Searchable searchable) : base(enemy, searchable)
 {
     CurrentState = "Idle";
 }
Esempio n. 55
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 /// <summary>
 /// Initializes a new instance of the <see cref="SpawnEnemyArgs"/> class.
 /// </summary>
 /// <param name="enemy">
 /// The enemy.
 /// </param>
 public SpawnEnemyArgs(Enemy enemy)
 {
     this.Enemy = enemy;
 }
Esempio n. 56
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 internal void CustomStart()
 {
     enemy = GetComponent <Enemy>();
 }
Esempio n. 57
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    //OnStateEnter is called when a transition starts and the state machine starts to evaluate this state
    override public void OnStateEnter(Animator animator, AnimatorStateInfo stateInfo, int layerIndex)
    {
        Enemy enemy = animator.GetComponent <Enemy>();

        enemy.attacking = true;
    }
Esempio n. 58
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 public SprintAction(Enemy target) : base(target)
 {
 }
Esempio n. 59
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 public EnemyShootingState(Enemy agent, StateMachine stateMachine) : base(agent, stateMachine)
 {
 }
Esempio n. 60
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 void Start()
 {
     source = gameObject.GetComponentInParent <AudioSource>();
     enemy  = gameObject.GetComponentInParent <Enemy>();
     gameObject.GetComponent <CircleCollider2D>().radius = range;
 }