Inheritance: MonoBehaviour
Esempio n. 1
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 void Start()
 {
     aiPath      = GetComponent <AIPath>();
     animator    = GetComponent <Animator>();
     enemyCombat = GetComponent <EnemyCombat>();
     animator.SetBool("seePlayer", true);
 }
Esempio n. 2
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 void Start()
 {
     enemyFunction   = GameObject.Find("EnemyCombat").GetComponent <EnemyCombat>();
     playerFunction  = GameObject.Find("PlayerCombat").GetComponent <PlayerCombat>();
     targetTransform = GameObject.Find("EnemyCombat").transform;
     skin.sprite     = skins[PlayerLooks.bow];
 }
Esempio n. 3
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    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);
    }
Esempio n. 5
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    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;
            }
        }
    }
Esempio n. 6
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    //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();
        }
    }
Esempio n. 7
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 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
 }
Esempio n. 8
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    void Start()
    {
        combat = transform.GetComponent <EnemyCombat>();
        audio  = transform.GetComponent <AudioSource>();

        cooldownVoice = Random.Range(5, 20);
        cooldown      = cooldownVoice;
    }
Esempio n. 9
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 // 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;
    }
Esempio n. 11
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 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();
 }
Esempio n. 13
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 // 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;
 }
Esempio n. 14
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    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>();
    }
Esempio n. 15
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 // 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();
 }
Esempio n. 16
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    // 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);
    }
Esempio n. 17
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    private void Start()
    {
        movement = GetComponent <NPCMovement>();
        combat   = GetComponent <EnemyCombat>();
        ai       = GetComponent <NPCAI>();

        // spawnPoint = transform.position;
        spawnPoint = transform.localPosition;

        curState = EnemyStates.Wandering;
    }
Esempio n. 18
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 // 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;
 }
Esempio n. 19
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    // 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);
        }
    }
Esempio n. 20
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    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();
    }
Esempio n. 21
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    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);
        }
    }
Esempio n. 22
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    // 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();
    }
Esempio n. 23
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    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");
        }
    }
Esempio n. 24
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    // 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();
    }
Esempio n. 25
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    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);
    }
Esempio n. 26
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    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>();
 }
Esempio n. 28
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    void NonblockableAttack(float _damage)
    {
        EnemyCombat temp = GameObject.Find("Cube").GetComponent <EnemyCombat>();

        temp.ParryDamage(damage);
    }
Esempio n. 29
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 //=======================================================================================
 //                              >  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>();
 }
Esempio n. 30
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    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");
	}