Esempio n. 1
0
    public void SetRange(EnemyController2D enemy)
    {
        enemy.range    = 0f;
        enemy.maxRange = 0f;
        foreach (var spell in enemy.infos.spells)
        {
            if (!shortRange)
            {
                if (enemy.range < spell.portee)
                {
                    enemy.range = spell.portee * 0.8f;
                }
            }
            else
            {
                if (enemy.range == 0)
                {
                    enemy.range = (spell.portee == 0f) ? spell.portee : spell.portee * 0.9f;
                }

                if (enemy.range > spell.portee)
                {
                    enemy.range = spell.portee * 0.9f;
                }
            }

            if (enemy.maxRange < spell.portee)
            {
                enemy.maxRange = spell.portee;
            }
        }
    }
Esempio n. 2
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    public override void Start()
    {
        base.Start();



        ec         = GetComponent <EnemyController2D>();
        player     = FindObjectOfType <Fighter>();
        health     = GetComponent <Health>();
        spr        = GetComponent <SpriteRenderer>();
        enemyState = new EnemyState();

        murderMeterLimit = Mathf.Round(health.maxHealth / Random.Range(2, 6));

        if (speed == 0 && walkToPlayerSpeed == 0)
        {
            Debug.LogWarning("Speeds are not properly set");
        }

        if (edgeDetectionBack == null || edgeDetectionFront == null)
        {
            Debug.LogWarning("Edge Detection not set up for enemy");
        }
        else
        {
            //direction = (int)Mathf.Sign(spr.bounds.center.x + edgeDetectionFront.position.x);
            direction = ec.m_FacingRight ? 1 : -1;
        }
    }
Esempio n. 3
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 //
 //
 //
 //  -------------------------------------Start------------------------------------------------------------
 //
 //
 //
 // Use this for initialization
 void Start()
 {
     player         = GetComponent <Rigidbody2D>();
     enemy          = GameObject.FindGameObjectWithTag("Enemy");
     enemyScript    = enemy.GetComponent <EnemyController2D>();
     enemyRigidBody = enemy.GetComponent <Rigidbody2D>();
 }
Esempio n. 4
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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 = animator.GetComponent <EnemyController2D>();
     enemy.currentTarget = null;
     waypoint            = enemy.Waypoints();
     GetNextPosition();
 }
Esempio n. 5
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 void Start()
 {
     enemyController = GetComponent <EnemyController2D>();
     anim            = GetComponent <Animator>();
     leftEyeBounds   = new EyeBoundedArea(leftEye);
     rightEyeBounds  = new EyeBoundedArea(rightEye);
     SetAIMode(Mode.idle);
 }
Esempio n. 6
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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 = animator.GetComponent <EnemyController2D>();
     foreach (var spell in enemy.infos.spells)
     {
         spellTimer.Add(spell, 0);
     }
 }
 private void Awake()
 {
     enemy             = GetComponent <Enemy>();
     weapon            = GetComponentInChildren <EnemyWeapon>();
     animator          = GetComponent <Animator>();
     enemyController2D = GetComponent <EnemyController2D>();
     boxCollider2D     = GetComponent <BoxCollider2D>();
     player            = GameObject.FindGameObjectWithTag(Tags.player).transform;
 }
Esempio n. 8
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    IEnumerator EnemyBuff(EnemyController2D enemy)
    {
        Stats currentStats = Instantiate(enemy.infos.stats);

        enemy.infos.stats.Add(stats);
        yield return(new WaitForSeconds(duree));

        enemy.infos.stats.SetStats(stats);
    }
Esempio n. 9
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    private void Start()
    {
        controller       = this.GetComponent <Controller2D>();
        enemyController  = this.GetComponent <EnemyController2D>();
        gunnerController = this.GetComponent <GunnerController>();

        stats        = this.GetComponent <StatManager>();
        charRenderer = this.GetComponent <SpriteRenderer>();
        animator     = this.GetComponent <Animator>();
    }
Esempio n. 10
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    private void Awake()
    {
        deathForceMultiplier  = 10f;
        deathAdditionalTorque = 50f;
        maxHp     = 5f;
        currentHp = maxHp;

        rb = GetComponent <Rigidbody2D>();
        controllerMovement = GetComponent <EnemyController2D>();
        animator           = GetComponent <Animator>();
    }
Esempio n. 11
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 private void Start()
 {
     //Setta le regole di gravità e trova il Controller2D
     controller = GetComponent <EnemyController2D>();
     enemyAnimationController   = GetComponent <EnemyAnimatorController>();
     originalGravity            = -(2 * maxJumpHeight) / Mathf.Pow(timeToJumpApex, 2);
     maxJumpVelocity            = Mathf.Abs(originalGravity) * timeToJumpApex;
     minJumpVelocity            = Mathf.Sqrt(2 * Mathf.Abs(originalGravity) * minJumpHeight);
     contactFilter.useLayerMask = true;
     contactFilter.layerMask    = contactMask;
     contactFilter.useTriggers  = true;
 }
Esempio n. 12
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    public void ResolveDamage(EnemyController2D enemy)
    {
        float resultDamage = damage;

        if (Random.Range(0f, 100f) > enemy.infos.stats.dodgeCoef)
        {
            enemy.currentlife -= resultDamage;
        }
        else
        {
            // set feedback
        }
    }
Esempio n. 13
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 // Use this for initialization
 void Start()
 {
     controller = GetComponent <EnemyController2D>();
     spineAnim  = GetComponent <SkeletonAnimation>();
     if (transform.position.x == rightPatrolPoint.position.x)
     {
         goRight = false;
     }
     else
     {
         goRight = true;
     }
 }
Esempio n. 14
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    // for when the bullet hits something
    void OnCollisionEnter2D(Collision2D coll)
    {
        DrillController drillController = drill.GetComponent <DrillController>();

        //If the target is an enemy, take health off them
        if (coll.gameObject.tag == "Enemy")
        {
            script = coll.gameObject.GetComponent <EnemyController2D>();
            script.DealLaserDamage(1 * drillController.turretDamage);
        }
        this.gameObject.SetActive(false);

        //Reset the timer for the bullet being reset
        scriptTimer = timerReset.GetComponent <TurretFiring>();
        scriptTimer.ResetTimer();
    }
Esempio n. 15
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    void Start()
    {
        baseStats = GetComponent <BaseEnemyStats>();
        HP        = baseStats.HP.Value;
        ATK       = baseStats.ATK.Value;
        SPEED     = baseStats.SPEED.Value;

        //moveSpeed = SPEED;
        controller = GetComponent <EnemyController2D>();

        gravity         = -(2 * maxJumpHeight) / Mathf.Pow(jumpTimeApex, 2);
        origGrav        = gravity;
        maxJumpVelocity = Mathf.Abs(gravity) * jumpTimeApex;
        minJumpVelocity = Mathf.Sqrt(2 * Mathf.Abs(gravity) * minJumpHeight);

        canJump   = true;
        jumpTimer = 1.3f;
        jumpDown  = false;
    }
Esempio n. 16
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 private void Start()
 {
     stats           = this.transform.parent.gameObject.GetComponent <StatManager>();
     controller      = this.transform.parent.gameObject.GetComponent <Controller2D>();
     enemyController = this.transform.parent.gameObject.GetComponent <EnemyController2D>();
 }
Esempio n. 17
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 private void Start()
 {
     enemy = GetComponentInParent <Enemy>();
     cc    = GetComponentInParent <EnemyController2D>();
 }
Esempio n. 18
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 void Buff(EnemyController2D enemy)
 {
     enemy.StartCoroutine(EnemyBuff(enemy));
 }
Esempio n. 19
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File: Enemy.cs Progetto: Jaztek/Baia
 private void Awake()
 {
     animator           = GetComponent <Animator>();
     rb                 = GetComponent <Rigidbody2D>();
     controllerMovement = GetComponent <EnemyController2D>();
 }
Esempio n. 20
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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 = animator.GetComponent <EnemyController2D>();
 }
Esempio n. 21
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 private void Start()
 {
     controller = this.GetComponent <EnemyController2D>();
 }
Esempio n. 22
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 // Use this for initialization
 void Start()
 {
     controller = GetComponent<EnemyController2D>();
     spineAnim = GetComponent<SkeletonAnimation>();
     if (transform.position.x == rightPatrolPoint.position.x) {
         goRight = false;
     } else {
         goRight = true;
     }
 }