void Update() { playerHpText.text = "HP: " + (playerHpImage.fillAmount * 100).ToString("F0"); enemyHpText.text = "HP: " + (enemyHpImage.fillAmount * 100).ToString("F0"); if (playerHpImage.fillAmount < 0.01f) { StartCoroutine("PlayerLost"); } else if (enemyHpImage.fillAmount < 0.01f) { StartCoroutine("PlayerWins"); if (GameManager.instance.ReturnEnemyType() == 1) { enemyAttacks = GameObject.FindGameObjectWithTag("Enemy1").GetComponent <EnemyAttacks>(); enemyAttacks.EnemyFainted(); } else if (GameManager.instance.ReturnEnemyType() == 2) { enemyAttacks = GameObject.FindGameObjectWithTag("Enemy2").GetComponent <EnemyAttacks>(); enemyAttacks.EnemyFainted(); } else if (GameManager.instance.ReturnEnemyType() == 3) { enemyAttacks = GameObject.FindGameObjectWithTag("Enemy3").GetComponent <EnemyAttacks>(); enemyAttacks.EnemyFainted(); } } }
private void Awake() { enemyHealth = GetComponent <EnemyHealth>(); enemyAttacks = GetComponent <EnemyAttacks>(); anim = GetComponent <Animator>(); isFearead = false; canMove = true; targetFound = false; following = false; DecisionTreeDecision playersInThreatRangeDecision = new DecisionTreeDecision(PlayersInThreatRange); DecisionTreeAction targetMoreThreatening = new DecisionTreeAction(TargetMoreThreatening); DecisionTreeAction targetMoreNear = new DecisionTreeAction(TargetMoreNear); playersInThreatRangeDecision.AddLink(true, targetMoreThreatening); playersInThreatRangeDecision.AddLink(false, targetMoreNear); chasingDT = new DecisionTree(playersInThreatRangeDecision); BehaviourTreeCondition abilityAvaible = new BehaviourTreeCondition(AbilityAvaible); BehaviourTreeAction useAbility = new BehaviourTreeAction(UseAbility); BehaviourTreeAction useBasicAttack = new BehaviourTreeAction(UseBasicAttack); BehaviourTreeSequence abilitySequence = new BehaviourTreeSequence(new BehaviourTreeTask[] { abilityAvaible, useAbility }); BehaviourTreeDecoratorUntilFail abilityDecorator = new BehaviourTreeDecoratorUntilFail(abilitySequence); BehaviourTreeDecoratorUntilFail basicAttackDecorator = new BehaviourTreeDecoratorUntilFail(useBasicAttack); BehaviourTreeSequence attackSequence = new BehaviourTreeSequence(new BehaviourTreeTask[] { abilityDecorator, basicAttackDecorator }); BehaviourTreeDecoratorUntilFail attackSequenceDecorator = new BehaviourTreeDecoratorUntilFail(attackSequence); attackingBT = new BehaviourTree(attackSequenceDecorator); }
protected override void Start() { base.Start(); ea = GetComponent <EnemyAttacks>(); rb = GetComponent <Rigidbody2D>(); eaSetUp(); }
// Start is called before the first frame update protected override void Start() { base.Start(); rb = GetComponent <Rigidbody2D>(); ea = GetComponent <EnemyAttacks>(); eaSetUp(); lockedMovement = false; lastAttackTime = -attackCooldown; }
//} void Start() { playerGameObject = GameObject.FindWithTag("Player"); playerAttacks = playerGameObject.GetComponent <PlayerAttacks>(); playerTransform = playerGameObject.GetComponent <Transform>(); enemyMove = GetComponent <EnemyMove>(); enemyAttacks = GetComponent <EnemyAttacks>(); enemyTransform = GetComponent <Transform>(); ToggleAI = true; updateState = true; canAttack = true; decisionRate = 1f; }
void Start() { if (GameManager.instance.ReturnEnemyType() == 1) { enemyAttacks = GameObject.FindGameObjectWithTag("Enemy1").GetComponent <EnemyAttacks>(); } else if (GameManager.instance.ReturnEnemyType() == 2) { enemyAttacks = GameObject.FindGameObjectWithTag("Enemy2").GetComponent <EnemyAttacks>(); } else if (GameManager.instance.ReturnEnemyType() == 3) { enemyAttacks = GameObject.FindGameObjectWithTag("Enemy3").GetComponent <EnemyAttacks>(); } currentAnimalTurn = CurrentAnimalTurn.PlayerSelection; StartCoroutine("TimeDelayAtStartOfBattle"); foreach (Canvas canvas in allCanvas) { canvas.gameObject.SetActive(false); } }
void Start() { enemyAttacks = FindObjectOfType <EnemyAttacks>(); setUp(); }
// Start is called before the first frame update void Start() { isPlayerFound = false; ea = this.transform.GetComponent <EnemyAttacks>(); StartCoroutine(Attack()); }
private void Awake() { parentController = transform.parent.GetComponent <EnemyAttacks>(); animator = gameObject.GetComponent <Animator>(); spriteRenderer = gameObject.GetComponent <SpriteRenderer>(); }
// Start is called before the first frame update void Start() { ea = this.transform.GetComponent <EnemyAttacks>(); seenPlayer = false; StartCoroutine(Attack()); }