Inheritance: MonoBehaviour
Esempio n. 1
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 public static void ReportOnFakeSoulChasing(EnemyPatrol fakeSoul)
 {
     if (OnFakeSoulChasing != null)
     {
         OnFakeSoulChasing(fakeSoul);
     }
 }
Esempio n. 2
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 private void Start()
 {
     _enemypatrol         = GetComponentInParent <EnemyPatrol>();
     myCollider           = GetComponent <SphereCollider>();
     myCollider.radius    = agroRad;
     myCollider.isTrigger = true;
 }
Esempio n. 3
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 void OnFakeSoulChasing(EnemyPatrol fakesoul)
 {
     if (fakesoul == this)
     {
         StartCoroutine(FakeSoulActivate());
     }
 }
Esempio n. 4
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    void OnCollisionEnter2D(Collision2D target)
    {
        // Platform collision
        if (target.gameObject.tag == TagManager.GROUND_TAG || target.gameObject.tag == TagManager.ENEMY_TAG)
        {
            ResetDoubleJump();
        }
        // Enemies Collision
        // reduce HP
        if (target.gameObject.tag == TagManager.ENEMY_TAG || target.gameObject.tag == TagManager.OBSTACLE_TAG)
        {
            EnemyPatrol enemyPatrol = target.gameObject.GetComponent <EnemyPatrol>();

            if (enemyPatrol)
            {
                playerHealth.TakeDamage(enemyPatrol.damage);
            }
            else
            {
                playerHealth.TakeDamage(20f);
            }
        }

        //if reach finishline
        if (target.gameObject.tag == TagManager.FINISHLINE)
        {
            ;
            LevelManager.instance.LoadNextLevel();
        }
    }
Esempio n. 5
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 // Use this for initialization
 void Start()
 {
     anim          = GetComponent <Animator>();
     ePatrol       = GetComponent <EnemyPatrol>();
     eManager      = GetComponent <EnemyManager>();
     myrigidbody2D = GetComponent <Rigidbody2D>();
 }
Esempio n. 6
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    void Start()
    {
        agent       = GetComponent <NavMeshAgent>();
        patrol      = GetComponent <EnemyPatrol>();
        enemySenses = GetComponent <EnemySenses_3>();
        anim        = GetComponent <EnemyAnimation>();

        enemyStats = new EnemyStats();

        aiActive    = true;
        alarmActive = false;
        aware       = false;
        gameOver    = false;

        player  = GameObject.FindGameObjectWithTag("Player");
        manager = FindObjectOfType <Manager>();
        stats   = FindObjectOfType <Statistics>();

        if (isReinforcment)
        {
            aiActive = false;
        }
        if (currentState != null && aiActive)
        {
            aiActive = true;
            TransitionToState(currentState);
        }

        //anim.AnimationWalk();
    }
Esempio n. 7
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 public void Start()
 {
     isAware     = false;
     agent       = GetComponent <NavMeshAgent>();
     renderer    = GetComponent <Renderer>();
     enemyPatrol = GetComponent <EnemyPatrol>();
 }
Esempio n. 8
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    // Update is called once per frame
    void Update()
    {
        if (timeBtwAttack <= 0)
        {
            //then can attack
            if (Input.GetKey(KeyCode.Return))
            {
                //anime.SetBool("attack", true);
                Collider2D[] attackables = Physics2D.OverlapCircleAll(attackPos.position, attackRange, attackable);
                for (int i = 0; i < attackables.Length; i++)
                {
                    EnemyPatrol enemy = attackables[i].GetComponent <EnemyPatrol>();
                    if (enemy != null)
                    {
                        enemy.takeDamage(damage);
                    }
                }
            }

            timeBtwAttack = startTimeBtwAttack;
        }
        else
        {
            //anime.SetBool("attack", false);
            timeBtwAttack -= Time.deltaTime;
        }
    }
Esempio n. 9
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        void Start()
        {
            agent = GetComponent <NavMeshAgent>();

            EnemyPatrol  = new EnemyPatrol(agent, patrolPoints);
            PlayerCombat = new Combat(
                transform: transform,
                adversaryLayers: playerLayers,
                attackRadius: attackRange);

            Visibility = new EnemyVisibility(
                transform: transform,
                target: target,
                maxAngle: visibilityAngle,
                maxDistance: visibilityDistance,
                ignoreLayers: visibilityIgnoreLayers);

            Hearing = new EnemyHearing(
                transform: transform,
                target: target,
                maxDistance: hearingDistance
                );

            state = State.None;
        }
Esempio n. 10
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    void OnTriggerEnter2D(Collider2D hitInfo)
    {
        EnemyPatrol enemy = hitInfo.GetComponent <EnemyPatrol>();

        if (enemy != null)
        {
            enemy.TakeDamage(damage);
        }

        Destroy(gameObject);

        EnemyFollow enemy1 = hitInfo.GetComponent <EnemyFollow>();

        if (enemy1 != null)
        {
            enemy1.TakeDamage(damage);
        }

        Destroy(gameObject);

        EnemyAttack enemy2 = hitInfo.GetComponent <EnemyAttack>();

        if (enemy2 != null)
        {
            enemy2.TakeDamage(damage);
        }

        Destroy(gameObject);
    }
Esempio n. 11
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    // Use this for initialization
    void Start()
    {
        //retrieves the navmesh agent component and assigns it to the space we made earlier
        agent = GetComponent <NavMeshAgent>();

        //Check for the enemy patrol script. Returns null if one isn't attached.
        EnemyPatrol = GetComponent <EnemyPatrol>();
    }
    void Awake()
    {
        patrolBehaviour = GetComponent <EnemyPatrol>();
        chaseBehaviour  = GetComponent <EnemyChase>();

        // Turn off the chase behaviour to start with
        chaseBehaviour.enabled = false;
    }
Esempio n. 13
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 override public void Execute(EnemyAI enemyAi)
 {
     enemyAi.Trace();
     if (!enemyAi.bSight())
     {
         enemyAi.ChangeState(EnemyPatrol.Instance());
     }
 }
Esempio n. 14
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 // Start is called before the first frame update
 protected virtual void Awake()
 {
     myRB             = GetComponent <Rigidbody2D>();
     mySpriteRenderer = GetComponent <SpriteRenderer>();
     myEnemyPatrol    = GetComponent <EnemyPatrol>();
     myAnimator       = GetComponent <Animator>();
     player           = FindObjectOfType <Player>();
 }
Esempio n. 15
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 private void Start()
 {
     anim        = GetComponentInChildren <Animator>();
     enemyPatrol = GetComponent <EnemyPatrol>();
     if (isBoss)
     {
         keyfab.SetActive(false);
     }
 }
Esempio n. 16
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        // Use this for initialization
        void Start()
        {
            player  = GameObject.FindGameObjectWithTag("Player").transform;
            nav     = GetComponent <NavMeshAgent>();
            enemyAi = GetComponent <EnemyAI>();
            health  = GetComponent <EnemyHealth>();

            currentState = EnemyPatrol.Instance();
        }
    // awake is called when the script loads
    void Awake()
    {
        //get the behaviours so we can turn them off and on
        patrolBehaviour = GetComponent <EnemyPatrol>();
        chaseBehaviour  = GetComponent <EnemyChase>();

        // Turn off the chase behaviour to start with
        chaseBehaviour.enabled = false;
    }
Esempio n. 18
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 private void Awake()
 {
     if (GetComponent <EnemyPatrol>() != null)
     {
         enemyPatrol = GetComponent <EnemyPatrol>();
     }
     enemy  = GetComponent <Enemy>();
     player = FindObjectOfType <PlayerController>().transform;
 }
Esempio n. 19
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 void ResetEnemies()
 {
     foreach (GameObject enemy in resetEnemiesPosition)
     {
         enemyPatrol = enemy.GetComponent <EnemyPatrol>();
         enemyPatrol.SetPlayerDetected(false);
         enemyPatrol.ResetPosition();
     }
 }
        public cNivComplexeScientifique(IServiceProvider serviceProvider, GraphicsDeviceManager graphics)
            : base(serviceProvider, graphics)
        {
            m_PatrolSoldierPatrolData = new EnemyPatrolData(400f, 1, GameResources.RifleSoldierPatrouilleAnimation);

            /// Ennemi outbase
            EnnemiPatrouille1 = new EnemyPatrol(GameResources.RifleSoldierPatrouille, new Vector2(500, 480), m_PatrolSoldierPatrolData);
            EnnemiPatrouille2 = new EnemyPatrol(GameResources.RifleSoldierPatrouille, new Vector2(600, 480), m_PatrolSoldierPatrolData);
        }
Esempio n. 21
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    private void Start()
    {
        sphereCollider = GetComponent <SphereCollider>();
        patrol         = GetComponent <EnemyPatrol>();
        nav            = GetComponent <NavMeshAgent>();
        animator       = GetComponent <Animator>();

        Physics.queriesHitBackfaces = false;
        enemyOfenemy = player.transform;
    }
Esempio n. 22
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    private void Awake()
    {
        if (instance != null)
        {
            Debug.LogWarning("There is already an instance of EnemyPatrol in the scene.");
            return;
        }

        instance = this;
    }
Esempio n. 23
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    // ------------------------------------------------
    // Awake is called when the script is loaded
    // ------------------------------------------------
    void Awake()
    {
        // Get the EnemyPatrol that we'll be using for AI
        patrolBehaviour = GetComponent <EnemyPatrol>();
        // Get the EnemyPatrol that we'll be using for AI
        chaseBehaviour = GetComponent <EnemyChase>();

        // Turn off the chase behaviour to start with:
        chaseBehaviour.enabled = false;
    }
 // Use this for initialization
 void Start()
 {
     anim              = gameObject.GetComponent <Animator>();
     inRangeScript     = GetComponent <CheckPlayerInRange>();
     enemyPatrolScript = GetComponent <EnemyPatrol>();
     moveSpeedStart    = enemyPatrolScript.moveSpeed;
     HealthScript      = GetComponent <EnemyHealthMid>();
     enemyHealthStart  = HealthScript.enemyHealth;
     enemyHealthBuff   = enemyHealthStart + enemyHealthStart;
 }
Esempio n. 25
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 void Awake()
 {
     try
     {
         EP = gameObject.GetComponent <EnemyPatrol>();
     }
     catch
     {
         EP = null;
     }
 }
Esempio n. 26
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    void OnTriggerEnter2D(Collider2D hitInfo)
    {
        EnemyPatrol enemy = hitInfo.GetComponent <EnemyPatrol>();

        if (enemy != null)
        {
            enemy.TakeDamage(damage);
        }

        Destroy(gameObject);
    }
Esempio n. 27
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    void Awake()
    {
        player       = GameObject.FindGameObjectWithTag("Player").transform;
        playerHealth = player.GetComponent <PlayerHealth>();
        enemyHealth  = GetComponent <Health>();
        nav          = GetComponent <UnityEngine.AI.NavMeshAgent>();
        sight        = GetComponentInChildren <EnemyFOV>();
        anim         = GetComponent <Animator>();
        attack       = GetComponent <IAttack>();

        enemyPatrol = GetComponent <EnemyPatrol>();
    }
Esempio n. 28
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 // Start is called before the first frame update
 void Start()
 {
     slider      = transform.parent.Find("EnemyAnimator/Canvas/Slider").gameObject.GetComponent <Slider>();
     player      = LevelAccess.GetPlayerPos();
     patrol      = GetComponent <EnemyPatrol>();
     visibility  = player.GetComponent <PlayerVisibility>();
     catchAmount = 0f;
     caught      = false;
     outside     = true;
     slider.gameObject.SetActive(false);
     gfc = GameObject.FindGameObjectWithTag("GameFlowController").GetComponent <GameFlowController>();
 }
Esempio n. 29
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 // Start is called before the first frame update
 void Start()
 {
     enemy    = FindObjectOfType <EnemyPatrol> ();
     patenemy = FindObjectOfType <HaatacholaEnemy> ();
     player   = FindObjectOfType <PlayerMovement> ();
     slinghit = false;
     if (player.transform.localScale.x < 0)
     {
         speed = -speed;
         //rotationSpeed = -rotationSpeed;
     }
 }
Esempio n. 30
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    void Start()
    {
        viewMesh            = new Mesh();
        viewMesh.name       = "view Mesh";
        viewMeshFilter.mesh = viewMesh;

        _targetObject = GameObject.Find("Player"); // GameObject.FindGameObjectsWithTag("player");
        _guardObject  = GameObject.Find("guard");
        _targetScript = _targetObject.GetComponent <MorphController>();
        _guardScript  = _guardObject.GetComponent <EnemyPatrol>();

        StartCoroutine("FindTargetsWithDelay", .2f);
    }
Esempio n. 31
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 public void ClearActiveEnemy()
 {
     activeEnemy = null;
     GameState.Instance.HidePrompt();
 }
Esempio n. 32
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 public void UpdateActiveEnemy( EnemyPatrol enemy )
 {
     activeEnemy = enemy;
     GameState.Instance.ShowPrompt( "Press E to take down enemy" );
 }
Esempio n. 33
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    /*
     * ===========================================================================================================
     * UNITY'S STUFF
     * ===========================================================================================================
     */
    /// <summary>
    /// When the script is initialized
    /// </summary>
    void Awake()
    {
        if(this.droneType == eDroneType.Patrol){
          patrolDroneScript  = this.gameObject.GetComponent<DronePatrol>();
          //patrolScript = this.gameObject.GetComponent<Patrol>();
        }
        else if(this.droneType == eDroneType.Saboteur) saboteurScript = this.gameObject.GetComponent<Saboteur>();

        // Check if it is a CPU controlled drone (or opponent drones, for that matter)
        if(this.gameObject.layer == MainScript.enemyLayer) {

        // Set a flag to make easier for us
           isThisAnEnemyDrone = true;

            // Check the type and get the component
            // AI hunter drone
            if(this.droneType == eDroneType.Hunter) {

                hunterAIScript = this.gameObject.GetComponent<DroneHunter>();

                captureSpot = GetCaptureSpot();
                captureRaySpot = GetCaptureRaySpot();

                if(!hunterAIScript) {

                    // DEBUG
                    Debug.LogError("DroneHunter component not found in " + this.transform);
                }
            }

          if(this.droneType == eDroneType.Patrol) {

        enemyPatrolScript = this.gameObject.GetComponent<EnemyPatrol>();
        // Set a flag to make easier for us
           //isThisAnEnemyDrone = true;

          }

        }

        sabotageTime = 2.0f;
        // Set the default settings for all the drones
        if(!isThisAnEnemyDrone)
            Selectable = true; // All drones are selectable

        Movable = true; // All drones are movable
        Type = eObjType.Drone;

        AIScript = gameObject.GetComponent<AstarAIFollow>();

        // FSM setup
        eFSMCurrentState = FSMState.STATE_IDLE;

        // Starts the object variables, like the sweet spot and the main mesh object
        GetSweetSpotAndMeshObject();

        // Get info about the collider
        GetColliderInfo();
    }
Esempio n. 34
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 // Use this for initialization
 void Start()
 {
     enemyPatrol = GetComponentInParent<EnemyPatrol> ();
 }