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; } } }
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; } }
// // // // -------------------------------------Start------------------------------------------------------------ // // // // Use this for initialization void Start() { player = GetComponent <Rigidbody2D>(); enemy = GameObject.FindGameObjectWithTag("Enemy"); enemyScript = enemy.GetComponent <EnemyController2D>(); enemyRigidBody = enemy.GetComponent <Rigidbody2D>(); }
// 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(); }
void Start() { enemyController = GetComponent <EnemyController2D>(); anim = GetComponent <Animator>(); leftEyeBounds = new EyeBoundedArea(leftEye); rightEyeBounds = new EyeBoundedArea(rightEye); SetAIMode(Mode.idle); }
// 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; }
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); }
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>(); }
private void Awake() { deathForceMultiplier = 10f; deathAdditionalTorque = 50f; maxHp = 5f; currentHp = maxHp; rb = GetComponent <Rigidbody2D>(); controllerMovement = GetComponent <EnemyController2D>(); animator = GetComponent <Animator>(); }
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; }
public void ResolveDamage(EnemyController2D enemy) { float resultDamage = damage; if (Random.Range(0f, 100f) > enemy.infos.stats.dodgeCoef) { enemy.currentlife -= resultDamage; } else { // set feedback } }
// Use this for initialization void Start() { controller = GetComponent <EnemyController2D>(); spineAnim = GetComponent <SkeletonAnimation>(); if (transform.position.x == rightPatrolPoint.position.x) { goRight = false; } else { goRight = true; } }
// 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(); }
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; }
private void Start() { stats = this.transform.parent.gameObject.GetComponent <StatManager>(); controller = this.transform.parent.gameObject.GetComponent <Controller2D>(); enemyController = this.transform.parent.gameObject.GetComponent <EnemyController2D>(); }
private void Start() { enemy = GetComponentInParent <Enemy>(); cc = GetComponentInParent <EnemyController2D>(); }
void Buff(EnemyController2D enemy) { enemy.StartCoroutine(EnemyBuff(enemy)); }
private void Awake() { animator = GetComponent <Animator>(); rb = GetComponent <Rigidbody2D>(); controllerMovement = GetComponent <EnemyController2D>(); }
// 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>(); }
private void Start() { controller = this.GetComponent <EnemyController2D>(); }
// Use this for initialization void Start() { controller = GetComponent<EnemyController2D>(); spineAnim = GetComponent<SkeletonAnimation>(); if (transform.position.x == rightPatrolPoint.position.x) { goRight = false; } else { goRight = true; } }