void Start() { if (GameController.mapIsDone == true) { TM = GameObject.FindGameObjectWithTag("TileMap").GetComponent <TileMap>(); //Get the loaded enemylist from resources EnemyList eList = EnemyList.GetEnemyList(); // Randomise enemies EnemyControl.Randomise(); if (eList != null) { GameObject SelectedModel = eList.GetRelevantModel(EnemyControl.enemyClass); if (SelectedModel != null) { Vector3 NewPos = transform.position + transform.up * (transform.lossyScale.y * 0.5f); selectedEnemy = GameObject.Instantiate(SelectedModel, NewPos, transform.rotation) as GameObject; if (selectedEnemy != null) { if (selectedEnemy.GetComponent <EnemyUnit>() != null) { selectedEnemy.GetComponent <EnemyUnit>().map = TM; float PositionOffset = TM.tileSize / 2.0f; selectedEnemy.GetComponent <EnemyUnit>().SetSpawnLocation((int)((NewPos.x - PositionOffset) / TM.tileSize), (int)((NewPos.z - PositionOffset) / TM.tileSize)); } //if } //if } //if } //if } //if } //Start
public override void FindTarget() { target = null; tDistance = Vector2.Distance(transform.position, gameObject.transform.position); foreach (Enemy temp in el.GetEnemyList()) { if (temp.pDistance < detection) // if the enemy is inside the aggro range { if (temp.cDistance < tDistance) // if they are the closest to the companion { target = temp; tDistance = temp.cDistance; } } } if (target) { tDistance = Vector2.Distance(transform.position, target.gameObject.transform.position); } }
public override void FindTarget() { eDistance = 100; pDistance = Vector2.Distance(transform.position, p.gameObject.transform.position); target = p; if (pDistance > 15) // get the the choppa! or to the player, w/e { gameObject.transform.position = p.gameObject.transform.position; tDistance = pDistance; return; } if (pDistance > 10) // get the the choppa! or to the player, w/e { tDistance = pDistance; return; } foreach (Enemy temp in el.GetEnemyList()) { if (temp.pDistance < p.detection - temp.stealth) // if the enemy is inside the aggro range { if (temp.cDistance < eDistance) // if they are the closest to the companion { target = temp; eDistance = temp.cDistance; } } } if (target == p) { tDistance = pDistance; } else { tDistance = eDistance; } sightRange = detection - target.stealth; }