void Start() { aiPath = GetComponent <AIPath>(); animator = GetComponent <Animator>(); enemyCombat = GetComponent <EnemyCombat>(); animator.SetBool("seePlayer", true); }
void Start() { enemyFunction = GameObject.Find("EnemyCombat").GetComponent <EnemyCombat>(); playerFunction = GameObject.Find("PlayerCombat").GetComponent <PlayerCombat>(); targetTransform = GameObject.Find("EnemyCombat").transform; skin.sprite = skins[PlayerLooks.bow]; }
void Update() { curPosition = new Vector3(transform.position.x, transform.position.y, transform.position.z); if (player.opponent != null) { enemy = player.opponent.GetComponent <EnemyCombat>(); } else { enemy = null; } if (Input.GetMouseButton(0)) { locatePosition(); } if (!attack && !die) { if (enemy == null) { moveToPosition(); } else { moveToTarget(); } } else { } getTarget(); }
void Start() { agent = transform.GetComponent <NavMeshAgent>(); enemyCombat = transform.GetComponent <EnemyCombat>(); agent.speed = Random.Range(minSpeed, maxSpeed); }
void OnTriggerEnter(Collider other) { if (other.tag == "Player") { float dotProductValue; Vector3 playerDir; playerDir = (GameController.instance.Player.transform.position - this.transform.position).normalized; dotProductValue = Vector3.Dot(playerDir, transform.forward); if (dotProductValue >= Mathf.Cos(Mathf.Deg2Rad * angle)) { //damage player isInZone = true; Debug.Log("Player in the damage zone"); other.GetComponent <PlayerHealthScript>().Damage((int)damage); StartCoroutine(EnemyCombat.KnockbackEntity(GameController.instance.Player.gameObject, this.gameObject.transform.position, playerKnockBackSpeed)); } else { isInZone = false; } } }
//triggers damage on hit private void OnTriggerEnter(Collider other) { Debug.Log("HIT"); if (other.gameObject.CompareTag("Player")) { Player_Combat pc = other.GetComponent <Player_Combat>(); pc.PlayerTakeDamage(damage); gameObject.SetActive(false); SpawnEffect(); } else if (other.gameObject.CompareTag("Enemy") && !EnemyFired && Uncontrollable) { Debug.Log("enemy hit"); gameObject.SetActive(false); EnemyCombat ec = other.GetComponent <EnemyCombat>(); ec.EnemyTakeDamage(damage); SpawnEffect(); } else if (other.gameObject.CompareTag("Enemy") && !EnemyFired && !Uncontrollable) { gameObject.SetActive(false); EnemyCombat ec = other.GetComponent <EnemyCombat>(); ec.EnemyHeal(damage); SpawnEffect(); } }
private void Start() { my_EnemyCombat = GetComponent <EnemyCombat>(); my_Target = PlayerManager.instance.player.transform; my_NavMeshAgent = GetComponent <NavMeshAgent>(); my_Animator = GetComponent <Animator>(); my_positionBeforeCombat = transform.position; //will be used to walk back after player has outran enemy }
void Start() { combat = transform.GetComponent <EnemyCombat>(); audio = transform.GetComponent <AudioSource>(); cooldownVoice = Random.Range(5, 20); cooldown = cooldownVoice; }
// Start is called before the first frame update void Start() { rb = GetComponent <Rigidbody>(); animator = GetComponent <Animator>(); combatScript = GetComponent <EnemyCombat>(); damageScript = GetComponent <EnemyContactDamage>(); GetComponent <SpriteRenderer>().enabled = false; }
void Start() { animator = GetComponentInChildren <Animator>(); agent = GetComponent <NavMeshAgent>(); enemyCombat = GetComponent <EnemyCombat>(); enemyCombat.onAttack += AttackTrigger; }
private void Awake() { enemyPathfindingMovement = GetComponent <EnemyPathfindingMovement>(); enemyCombat = GetComponent <EnemyCombat>(); state = State.Roaming; attackSpeed = GetComponent <EnemyProperties>().AttackSpeed; attackRange = GetComponent <EnemyProperties>().AttackRange; targetRange = GetComponent <EnemyProperties>().TargetRange; }
// Start is called before the first frame update void Start() { agent = GetComponent <NavMeshAgent>(); enemyCombat = GetComponent <EnemyCombat>(); player = PlayerManager.instance; agent.stoppingDistance = attackRadius - 0.1f; agent.avoidancePriority = UnityEngine.Random.Range(0, 10); setSounds(); }
// Start is called before the first frame update void Start() { myMovement = (EnemyMovement)GetComponent("EnemyMovement"); myStats = (EnemyStats)GetComponent("EnemyStats"); myRigid = GetComponent <Rigidbody2D>(); myCombat = (EnemyCombat)GetComponent("EnemyCombat"); player = GameObject.FindObjectOfType <PlayerBase>(); myMovement.moving = true; }
void Awake() { enemyHealthBarPrefab = (Resources.Load("Prefabs/Enemy Health Bar")) as GameObject; combat = GetComponent <EnemyCombat>(); playerCombat = GameObject.FindGameObjectWithTag("Player").GetComponent <PlayerCombat>(); stats = GetComponent <EnemyStats>(); game = GameObject.Find("Game").GetComponent <GameController>(); playerExperience = GameObject.FindGameObjectWithTag("Player").GetComponent <PlayerExperience>(); }
// Start is called before the first frame update void Start() { rb = GetComponent <Rigidbody>(); animator = GetComponent <Animator>(); combatScript = GetComponent <EnemyCombat>(); GetComponent <SpriteRenderer>().enabled = false; lastHealth = combatScript.currHP; currPhase = 0; PhaseStart(); }
// Use this for initialization private void Start() { target = PlayerManager.instance.player.transform; agent = GetComponent <NavMeshAgent>(); combat = GetComponent <EnemyCombat>(); enemyStats = GetComponent <EnemyStats>(); anim = enemyGFX.GetComponent <Animation>(); waitTime = startWaitTime; randomSpot = Random.Range(0, moveSpots.Length); }
private void Start() { movement = GetComponent <NPCMovement>(); combat = GetComponent <EnemyCombat>(); ai = GetComponent <NPCAI>(); // spawnPoint = transform.position; spawnPoint = transform.localPosition; curState = EnemyStates.Wandering; }
// Start is called before the first frame update void Start() { offset = new Vector3(0, -0.736432f, 0); player = GameObject.Find("PlayerQuad"); playerT = player.GetComponent <Transform>(); combatScript = GetComponent <EnemyCombat>(); lastHP = combatScript.currHP; ani = transform.Find("renderQuad").GetComponent <Animator>(); done = false; animationState = 0; }
// Start is called before the first frame update void Start() { enemyCombat = gameObject.GetComponent <EnemyCombat>(); player = GameObject.FindGameObjectWithTag("Player"); if (gameObject.transform.name == "SanguineSludge_Boss") { BossHeathController bossHeathController = gameObject.GetComponent <BossHeathController>(); bossHeathController.SetMaxHealth(health); } }
public void Explode() { Vector3 epicenter = this.gameObject.transform.position; List <EnemyAI> targetObjects = new List <EnemyAI>(); Collider[] colliders = Physics.OverlapSphere(epicenter, enemyCombat.explosionRange, 1 << 8); foreach (Collider targetEntity in colliders) { targetObjects.Add(targetEntity.gameObject.GetComponent <EnemyAI>()); } /* * foreach (EnemyAI enemy in EnemySpawner.instance.enemiesInTheScene) * { * if (GetPreciseDistance(this.transform.position, enemy.transform.position) < enemyCombat.explosionRange && enemy.gameObject!=this.gameObject) * { * * targetObjects.Add(this); * * Debug.Log("adding enemies to explosion list "); * } * } * foreach (EnemyAI enemy in EnemySpawner.instance.UtilityStatesInTheScene) * { * if (GetPreciseDistance(this.transform.position, enemy.transform.position) < enemyCombat.explosionRange && enemy.gameObject!=this.gameObject) * { * targetObjects.Add(this); * } * } */ Debug.Log(targetObjects); explosionObjects = targetObjects; foreach (EnemyAI target in targetObjects) { Debug.Log(target.gameObject); target.enemyHealthSystem.Damage(4); if (target.canBeKnocked) { StartCoroutine(EnemyCombat.KnockbackEntity(target.gameObject, epicenter, 20, 0.3f)); } } DestroyUtility(); }
private void OnTriggerEnter(Collider other) { if (other.tag == "Player") { //Damage the player Debug.Log("Player Hit by projectile"); StartCoroutine(EnemyCombat.KnockbackEntity(GameController.instance.Player.gameObject, this.gameObject.transform.position, playerKnockBackSpeed)); GameController.instance.Player.GetComponent <PlayerHealthScript>().Damage((int)projectileDamage); Destroy(this.gameObject); } else if (other.tag != "Enemy") { //Add some sort of minor explosion effect Destroy(this.gameObject); } }
// Use this for initialization void Start() { gm = GameObject.Find("Game Manager").GetComponent <GameManager>(); if (!gm.playerDead) { player = gm.GetPlayerTransform(); playerCombat = gm.GetPlayer().GetComponent <PlayerCombat>(); } rotateGroup = transform.GetChild(0).gameObject; enemyCombat = transform.GetChild(0).GetComponent <EnemyCombat>(); startPosition = transform.position; StartCoroutine("PlaySpawnAnimation"); RandomizePolygonColor(); }
private void GetEnemyParameters(GameObject enemySpawnedPar) { EnemyCombat stats = enemySpawnedPar.GetComponent <EnemyCombat>(); if (stats != null) { float[] probabilities = stats.GetEnemyProbabilities(); sumProbability = probabilities[0]; substractionProbability = probabilities[1]; multiplyProbability = probabilities[2]; divideProbability = probabilities[3]; maxOperations = stats.GetMaxOperations(); monsterMovementsOnDefeat = stats.GetEnemyMovementsOnDefeat(); } else { Debug.LogError("Enemy spawned don't have the EnemyCombat component"); } }
// Use this for initialization void Start() { m_PathSeeker = GetComponent <Seeker>(); m_CharController = GetComponent <CharacterController>(); m_Comb = GetComponent <EnemyCombat>(); GameObject player = GameObject.Find("Player"); if (player != null) { m_PlayerPos = player.transform; } else { Debug.LogError("did not find Player"); } FindNewPath(); }
public void Attack() { EnemyCombat temp = GameObject.Find("Cube").GetComponent <EnemyCombat>(); if (currStamina > staminaActionMinimal) { currStamina -= attackStamina; stats.UpdateStaminaUI(currStamina); if (temp.GetState() == CombatStates.ATTACK) { temp.Damage(damage); } else { Damage(10.0f); } } SetState(CombatStates.NONE); }
void Start() { if (playSFX != "") { sfx = GameObject.Find(playSFX); sfx = Instantiate(sfx, transform); sfx.GetComponent <AudioSource>().Play(); } if (loopSFX != "") { loop = GameObject.Find(loopSFX); loop = Instantiate(loop, transform.position, transform.rotation, transform); if (rage) { loop.GetComponent <AudioSource>().volume = 0.7f; } loop.GetComponent <AudioSource>().Play(); } myCombat = GetComponent <EnemyCombat>(); //StartCoroutine("Kill"); }
void Start() { target = PlayerManager.instance.player.transform; agent = GetComponent <NavMeshAgent>(); combat = GetComponent <EnemyCombat>(); }
void NonblockableAttack(float _damage) { EnemyCombat temp = GameObject.Find("Cube").GetComponent <EnemyCombat>(); temp.ParryDamage(damage); }
//======================================================================================= // > Tool Functions < //======================================================================================= //-----------------------------------SetEnemy----------------------------------------- //Sets the enemy variable to the enemy that the player is fighting private void setEnemy() { _enemy = playerStats.GetEnemy(); _enemyStats = _enemy.GetComponent <Enemy>(); _enemyCombat = _enemy.GetComponent <EnemyCombat>(); }
private void OnTriggerEnter2D(Collider2D collision) { GameObject collider = collision.gameObject; Projectile proj = collider.GetComponent <Projectile>(); /* Don't collide with source */ if (collider == source) { return; } /* Don't collide with the floor */ if (collider.layer == LayerMask.NameToLayer("Ground") || collider.layer == LayerMask.NameToLayer("Object")) { return; } /* Do / Don't collide with other projectiles */ if (!collideWithProjectile && (proj)) { return; } /* Do / Don't collide with walls */ if (!collideWithWall && collider.tag == "Wall") { return; } /* Do / Don't collide with things w/ the same tag as source */ if (collider.tag == sourceTag && !friendlyFire) { return; } /* Don't collide with other projectiles shot by the same source */ if (proj && (proj.source == source)) { return; } /* Deflect with weapons if applicable, which will abort the rest of the collision */ if (proj && proj.tag != sourceTag) { if ((proj.ProjectileType() == 1 && reflectMelee) || (proj.ProjectileType() != 1 && reflectRanged)) { Reflect(proj); return; } } EntityStats ent = collider.GetComponent <EntityStats>(); if (ent) { // If the collision is with something that uniquely reacts to projectiles EnemyCombat ec = collider.GetComponent <EnemyCombat>(); if (ec) { if (ec.OnProjectileHit(this)) { return; } } pierceCount++; if (weaponSystem != null) { weaponSystem.OnHit(this, ent); } // Deal damage if (weaponSystem != null) { ent.setLastHit(ammoRefill); } EntityStats attacker = (source) ? source.GetComponent <EntityStats>() : null; ent.TakeDamage(damage, attacker, false, sourceName); // Inflict attribute if relevant if ((attrHit != null) && (Random.value <= attrChance)) { ent.AddAttribute(attrHit, attacker); } } /* Range proj. always destroy on non-entities */ //var weaponIsMelee = tables.tagWeapon.get(weaponClass) == WeaponFactory.TAG.MELEE; if ((destroyOnNonEntity && !ent) || destroyOnCollide) { Destroy(); } }
// Use this for initialization void Start () { PopulateNotes (); ec = (EnemyCombat)gameObject.GetComponent ("EnemyCombat"); startingVector = gameObject.transform.position; }
void Start(){ PlayerMotor pm = (PlayerMotor)gameObject.GetComponent("PlayerMotor"); ec = (EnemyCombat)gameObject.GetComponent("EnemyCombat"); pc = (PlayerCombat)gameObject.GetComponent("PlayerCombat"); }