Inheritance: MonoBehaviour
Esempio n. 1
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 // Start is called before the first frame update
 void Start()
 {
     animator   = gameObject.GetComponentInChildren <Animator>();
     rigidBody  = transform.GetComponent <Rigidbody2D>();
     enemyShoot = gameObject.GetComponent <EnemyShoot>();
     enemy      = gameObject.GetComponent <Enemy>();
 }
Esempio n. 2
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        /// <summary>
        /// Initialize references and variables.
        /// </summary>
        private void Start()
        {
            if (player == null)
            {
                player = GameObject.FindGameObjectWithTag("Player");
            }

            controller  = GetComponent <CharacterController>();
            shootScript = GetComponent <EnemyShoot>();

            jumpable  = ((1 << LayerMask.NameToLayer("Obstacle")) | (1 << LayerMask.NameToLayer("Explosive") | (1 << LayerMask.NameToLayer("Decoration"))));
            avoidance = (1 << LayerMask.NameToLayer("Wall") | jumpable);

            safeRadiusAvg = (safeRadiusMax + safeRadiusMin) / 2;
            destinationRefreshDistance = safeRadiusAvg - safeRadiusMin;

            footSize = controller.bounds.extents.y;

            if (player == null)
            {
                Debug.LogError($"{gameObject.name}: No player found!!");
                return;
            }

            prevPlayerFlatPos = new Vector3(player.transform.position.x, 0, player.transform.position.z);
        }
Esempio n. 3
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    public void Start()
    {
        EnemyShoot       shoot = this.GetComponent <EnemyShoot>();
        NonMonoSpellGrid grid  = new NonMonoSpellGrid(6, 6);
        Ink ink = ComponentLoader.GetInstance().LoadComponent(new ComponentLoader.UnLoadedSpellComponent("FireWeedSap", SpellComponent.SubSpellComponentType.Ink)) as Ink;

        grid.SetInk(ink);
        grid.SetPixel(2, 2, true);
        grid.SetPixel(2, 3, true);
        grid.SetPixel(3, 2, true);
        grid.SetPixel(3, 3, true);
        grid.SetPixel(4, 4, true);
        grid.SetPixel(3, 4, true);
        grid.SetPixel(4, 3, true);
        grid.SetPixel(2, 4, true);
        grid.SetPixel(4, 2, true);

        grid.SetPixel(3, 1, true);
        grid.SetPixel(3, 5, true);
        grid.SetPixel(1, 3, true);
        grid.SetPixel(5, 3, true);

        ProjectileSpellBookBuilder spellBuilder = new ProjectileSpellBookBuilder(ProjectileSpellBookBuilder.spellSource.enemy);

        spellBuilder.caster = gameObject;
        spellBuilder.grid   = grid;
        spellBuilder.page   = ComponentLoader.GetInstance().LoadComponent(new ComponentLoader.UnLoadedSpellComponent("Paper", SpellComponent.SubSpellComponentType.Paper)) as SpellPage;
        spellBuilder.lang   = ComponentLoader.GetInstance().LoadComponent(new ComponentLoader.UnLoadedSpellComponent("English", SpellComponent.SubSpellComponentType.language)) as Language;
        spellBuilder.SetRune(ComponentLoader.GetInstance().LoadComponent(new ComponentLoader.UnLoadedSpellComponent("Raging Badger", SpellComponent.SubSpellComponentType.Rune)) as SpellRune);
        shoot.current_spell = spellBuilder.MakeSpellBook();
        shoot.coolDown      = spellBuilder.page.GetCoolDown();
    }
Esempio n. 4
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    //--------------------------------
    // 3 - Shooting from another script
    //--------------------------------

    /// <summary>
    /// Create a new projectile if possible
    /// </summary>
    public void Attack(bool isEnemy)
    {
        if (CanAttack)
        {
            shootCooldown = shootingRate;

            // Create a new shot
            var shotTransform = Instantiate(shotPrefab) as Transform;

            // Assign position
            shotTransform.position = transform.position;

            // The is enemy property
            EnemyShoot shot = shotTransform.gameObject.GetComponent <EnemyShoot>();
            if (shot != null)
            {
                shot.isEnemyShot = isEnemy;
            }

            // Make the weapon shot always towards it
            MoveScript move = shotTransform.gameObject.GetComponent <MoveScript>();
            if (move != null)
            {
                move.direction = this.transform.right;                 // towards in 2D space is the right of the sprite
            }
        }
    }
 void Start()
 {
     m_agent      = GetComponent <NavMeshAgent>();
     m_player     = GameObject.FindGameObjectWithTag("Player").transform;
     m_enemyShoot = gameObject.GetComponent <EnemyShoot>();
     m_health     = gameObject.GetComponent <EnemyHealth>();
 }
Esempio n. 6
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    public void Reset()
    {
        // destroy existing summoned enemies
        EnemyScout redKnight = GetComponentInChildren <EnemyScout> ();

        if (redKnight != null)
        {
            redKnight.Die();
        }

        EnemyShoot greenKnight = GetComponentInChildren <EnemyShoot> ();

        if (greenKnight != null)
        {
            greenKnight.Die();
        }

        EnemyChaseShoot blackKnight = GetComponentInChildren <EnemyChaseShoot> ();

        if (blackKnight != null)
        {
            blackKnight.Die();
        }

        // reset local vars
        _existRedKnight              = false;
        _existGreenKnight            = false;
        _existBlackKnight            = false;
        _nextTimeToSummonRedKnight   = 0;
        _nextTimeToSummonGreenKnight = 0;
        _nextTimeToSummonBlackKnight = 0;
    }
Esempio n. 7
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 void Awake()
 {
     enemyShoot = GetComponent <EnemyShoot>();
     agent      = GetComponent <UnityEngine.AI.NavMeshAgent>();
     target     = GameObject.FindGameObjectWithTag("Player");
     enemyRoot  = GetComponent <EnemyRoot>();
 }
Esempio n. 8
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    private bool startAnim = true;// just to show animespawn  anim;

    protected override void Start()
    {
        base.Start();
        playerTransform          = GameManager.instance.player.transform;
        startingPosition         = transform.position;
        delayForChangingPosition = Random.Range(delayChangePosition.x, delayChangePosition.y);

        if (rangeType == RangedType.horizontal)
        {
            minPos = transform.GetChild(0).transform.localPosition.x;
            maxPos = transform.GetChild(1).transform.localPosition.x;
        }

        else if (rangeType == RangedType.Vertical)
        {
            minPos = transform.GetChild(0).transform.localPosition.y;
            maxPos = transform.GetChild(1).transform.localPosition.y;
        }

        else
        {
            pos1           = transform.GetChild(0).transform.position;
            pos2           = transform.GetChild(1).transform.position;
            targetPosition = pos2;
        }
        spawnPoint     = transform.GetChild(2).transform;
        enemyShoot     = GetComponent <EnemyShoot>();
        enemyHealthBar = transform.GetChild(3).GetChild(0).transform;
        sr.color       = Color.black;
    }
    // Update is called once per frame
    void Update()
    {
        while (Time.timeSinceLevelLoad > currEnemy.spawnTime + loopOffset)
        {
            print("spawning enemy " + currEnemyIdx + " at time " + currEnemy.spawnTime);
            GameObject enemyType;
            switch (currEnemy.enemyType)
            {
            case 1: enemyType = EnemyType1; break;

            case 2: enemyType = EnemyType2; break;

            case 3:
            default: enemyType = EnemyType3; break;
            }
            GameObject clone = (GameObject)Instantiate(enemyType, currEnemy.spawnPos, Quaternion.identity);
            clone.transform.parent = this.transform;
            EnemyType1 script = (EnemyType1)clone.GetComponent("EnemyType1");
            script.SetParams(transform.position + currEnemy.spawnPos,
                             transform.position + currEnemy.endPos,
                             currEnemy.speed);
            EnemyShoot script2 = (EnemyShoot)clone.GetComponent("EnemyShoot");
            script2.target = PlayerTarget;

            currEnemyIdx = (currEnemyIdx + 1) % enemySpawns.Count;
            currEnemy    = (EnemySpawn)enemySpawns[currEnemyIdx];

            if (currEnemyIdx == 0)
            {
                loopOffset = Time.timeSinceLevelLoad + 5;
                print("restarting spawn loop");
            }
        }
    }
Esempio n. 10
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    // Use this for initialization
    void Start()
    {
        moneyPrefab = GameObject.FindGameObjectWithTag("Money");



        player = GameObject.FindGameObjectWithTag("Player");

        playersStats = GetComponentInParent <CharacterStats>();

        playerHealth = playersStats.maxHealth;

        playerTP = playersStats.maxTP;



        Debug.Log("Player Health:" + playerHealth);

        healthSlider.value = playerHealth;


        Debug.Log("Player TP:" + playerTP);

        hasGun = GameObject.FindGameObjectWithTag("enemy");

        if (hasGun != null)
        {
            shooter = hasGun.GetComponent <EnemyShoot>();
        }
    }
Esempio n. 11
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    void launchProyectile()
    {
        if (currentLife > 0)
        {
            // Disparamos las líneas.
            Vector2 direction = transform.position + new Vector3(marginBulletX, marginBulletY, gameObject.transform.position.z);

            GameObject goBullet    = GameObject.Instantiate <GameObject>(shootPrefab);
            EnemyShoot classBullet = (EnemyShoot)goBullet.GetComponent("EnemyShoot");
            classBullet.enemy = this;
            // Posición.
            Transform bullet = goBullet.transform;
            if (isLookingToRight)
            {
                bullet.position = new Vector3(direction.x, direction.y, gameObject.transform.position.z);
                bullet.GetComponent <Rigidbody2D>().AddForce(new Vector2(bulletVelocityX, 0), ForceMode2D.Impulse);
            }
            else
            {
                bullet.position = new Vector3(transform.position.x - marginBulletX, direction.y, gameObject.transform.position.z);
                bullet.GetComponent <Rigidbody2D>().AddForce(new Vector2(-bulletVelocityX, 0), ForceMode2D.Impulse);
                bullet.localScale = new Vector3(-bullet.localScale.x, bullet.localScale.y, bullet.localScale.x);
            }
            // Insertamos sonido de disparo.
            if (audioShoot != null)
            {
                AudioSource currentAS = (AudioSource)gameObject.GetComponent <AudioSource>();
                if (currentAS.clip != audioShoot)
                {
                    currentAS.clip = audioShoot;
                }
                currentAS.Play();
            }
        }
    }
Esempio n. 12
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 private void Awake()
 {
     //I don't need these, but the animation acts weird without disabling these.
     animator = GetComponent <Animator>();
     movement = GetComponent <EnemyAggro>();
     attack   = GetComponent <EnemyShoot>();
 }
Esempio n. 13
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    public Vector3 ChangeShootPositions(EnemyShoot enemyShoot)
    {
        int     index   = enemyShoot.currentIndex;
        Vector3 nextPos = GetShootPosition(enemyShoot);

        ReleaseShootPositions(index);
        return(nextPos);
    }
Esempio n. 14
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 protected override void Awake()
 {
     base.Awake();
     shootingScript = GetComponentInChildren <EnemyShoot>();
     Behave        += Idle;
     Behave        += Shoot;
     Behave        += Surrender;
 }
Esempio n. 15
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    void Awake()
    {
        motor        = GetComponent <SimpleMotor3D>();
        _shootScript = GetComponent <EnemyShoot>();

        //targetLocation = ((GameObject)Instantiate(AttackLocationPrefab, transform.position, Quaternion.identity)).GetComponent<AttackLocation>();
        //targetLocation.available = false;
    }
Esempio n. 16
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 // Use this for initialization
 void Start()
 {
     transformToFollow = GameObject.FindWithTag("Player");
     stopThis = GetComponent<MoveForward>();
     shootScript = GetComponent<EnemyShoot>();
     if(stopThis!=null)
     originalSpeed = stopThis.moveSpeed;
 }
Esempio n. 17
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 private void Awake()
 {
     enemyPathfinding = GetComponent <EnemyPathfinding>();
     enemyShoot       = GetComponent <EnemyShoot>();
     enemyWeapon      = transform.GetComponentInChildren <EnemyWeapon>();
     moveState        = MoveState.Roaming;
     attackState      = AttackState.Idle;
 }
Esempio n. 18
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 void Start()
 {
     bulletSpeed  = 20f;
     firerate     = 5f;
     nextFireTime = 0;
     player       = GameObject.FindGameObjectWithTag("Player");
     enemyShoot   = this;
 }
Esempio n. 19
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    void Awake()
    {
        motor = GetComponent<SimpleMotor3D>();
        _shootScript = GetComponent<EnemyShoot>();

        //targetLocation = ((GameObject)Instantiate(AttackLocationPrefab, transform.position, Quaternion.identity)).GetComponent<AttackLocation>();
        //targetLocation.available = false;
    }
Esempio n. 20
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    // Start is called before the first frame update
    void Awake()
    {
        enemy = GetComponent <RectTransform>();
        _anim = GetComponent <Animator>();

        shootCs = GetComponent <EnemyShoot>();
        col     = GetComponent <EnemyCollision>();
    }
Esempio n. 21
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    protected override void OnEnable()
    {
        base.OnEnable();

        m_agent = this.GetComponentInParent <NavMeshAgent>();

        m_enemyAttack = this.GetComponentInParent <EnemyAttack>();
        m_enemyShoot  = this.GetComponentInParent <EnemyShoot>();
    }
Esempio n. 22
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    void Start()
    {
        source = GetComponent <AudioSource>();
        EnemyShoot shoot = this.GetComponent <EnemyShoot>();

        foreground = GameObject.Find("Foreground").transform;

        currentBehaviour = BehaviourState.SHOOTING;
    }
Esempio n. 23
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 // Use this for initialization
 void Start()
 {
     transformToFollow = GameObject.FindWithTag("Player");
     stopThis          = GetComponent <MoveForward>();
     shootScript       = GetComponent <EnemyShoot>();
     if (stopThis != null)
     {
         originalSpeed = stopThis.moveSpeed;
     }
 }
Esempio n. 24
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File: Team1.cs Progetto: dtbinh/TAFF
 // Use this for initialization
 void Awake()
 {
     rotationSpeed = 5f;
     _shoot        = GetComponentInChildren <EnemyShoot>();
     nav           = GetComponent <UnityEngine.AI.NavMeshAgent>();
     anim          = GetComponent <Animator>();
     // canSee = GetComponent<CanSeeObject>();
     //Initialize State Machine Engine
     fsm = StateMachine <States> .Initialize(this, States.Idle);
 }
Esempio n. 25
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 void Awake()
 {
     _patrol = GetComponent <Patrol>();
     _anim   = GetComponent <Animator>();
     _pursue = GetComponent <Pursue>();
     canSee  = GetComponent <CanSeeObject>();
     _shoot  = GetComponentInChildren <EnemyShoot>();
     //Initialize State Machine Engine
     fsm = StateMachine <States> .Initialize(this);
 }
Esempio n. 26
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 void Awake()
 {
     startShoot.enabled = false;
     // isIn = true;
     rigid         = target.GetComponent <Rigidbody>();
     ogRotation    = transform.rotation;
     instance      = FindObjectOfType <PlayerMovement>();
     currentSpeedz = FindObjectOfType <PlayerMovement>();
     shootSpeed    = FindObjectOfType <EnemyShoot>();
 }
Esempio n. 27
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 void Awake()
 {
     enemyShoot = GetComponentInChildren <EnemyShoot>();
     //playerHealth = GameObject.Find ("Player").GetComponent<PlayerHealth> ();
     enemyState  = EnemyState.Enemy_Idle;//敵人最初狀態
     isThink     = true;
     nav         = GetComponent <NavMeshAgent>();
     OriginPoint = transform.position;//敵人最初的位置
     animator    = GetComponent <Animator>();
 }
Esempio n. 28
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    float timer;                        //Timer to count for next attacks.

    void Awake()
    {
        //Fill references
        agent = GetComponent <NavMeshAgent>();
        if (target == null)
        {
            target = GameObject.FindGameObjectWithTag("Player");
        }
        enemyShoot = gameObject.GetComponent <EnemyShoot>(); //This will find the ranged attack script attached to this object.
    }
Esempio n. 29
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 void Start()
 {
     _enemyShoot   = GetComponent <EnemyShoot>();
     _healthComp   = GetComponent <HealthComponent>();
     _playerTarget = GameObject.Find("Player").transform;
     _playerMain   = GameObject.Find("Player").GetComponent <PlayerMain>();
     _rb           = GetComponent <Rigidbody2D>();
     _startPos     = transform.position;
     stun          = false;
 }
Esempio n. 30
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 void Awake()
 {
     player       = GameObject.FindGameObjectWithTag("Player").transform;
     playerHealth = player.GetComponent <PlayerHealth> ();
     enemyHealth  = GetComponent <EnemyHealth> ();
     nav          = GetComponent <NavMeshAgent> ();
     anim         = GetComponentInChildren <Animator>();
     speed        = nav.speed;
     shoot        = barrelEnd.GetComponent <EnemyShoot> ();
 }
 void Awake()
 {
     enemyShoot = GetComponentInChildren <EnemyShoot> ();
     // Set up the references.
     player = GameObject.FindGameObjectWithTag("Player").transform;
     //playerHealth = player.GetComponent <PlayerHealth> ();
     //enemyHealth = GetComponent <EnemyHealth> ();
     nav                = GetComponent <NavMeshAgent> ();
     nav.enabled        = false;
     enemyShoot.enabled = false;
 }
    Transform player; // Reference to the player's position.

    #endregion Fields

    #region Methods

    void Awake()
    {
        enemyShoot = GetComponentInChildren <EnemyShoot> ();
        // Set up the references.
        player = GameObject.FindGameObjectWithTag ("Player").transform;
        //playerHealth = player.GetComponent <PlayerHealth> ();
        //enemyHealth = GetComponent <EnemyHealth> ();
        nav = GetComponent <NavMeshAgent> ();
        nav.enabled = false;
        enemyShoot.enabled = false;
    }
Esempio n. 33
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    void Update()
    {
        // summon red knight
        if (_existRedKnight == false && Time.time > _nextTimeToSummonRedKnight)
        {
            Summon(RedKnightPrefab, RedKnightSummonPos.position);
            _existRedKnight = true;
        }

        // summon green knight
        if (_existGreenKnight == false && Time.time > _nextTimeToSummonGreenKnight)
        {
            Summon(GreenKnightPrefab, GreenKnightSummonPos.position);
            _existGreenKnight = true;
        }

        // summon black knight
        if (_existBlackKnight == false && Time.time > _nextTimeToSummonBlackKnight)
        {
            Summon(BlackKnightPrefab, BlackKnightSummonPos.position);
            _existBlackKnight = true;
        }

        // check previously summoned enemies
        if (_existRedKnight == true)
        {
            EnemyScout redKnight = GetComponentInChildren <EnemyScout> ();
            if (redKnight == null)                      // red knight is gone!
            {
                _nextTimeToSummonRedKnight = Time.time + RedKnightSummonInterval;
                _existRedKnight            = false;
            }                   // else do nothing
        }

        if (_existGreenKnight == true)
        {
            EnemyShoot greenKnight = GetComponentInChildren <EnemyShoot> ();
            if (greenKnight == null)                    // green knight is gone!
            {
                _nextTimeToSummonGreenKnight = Time.time + GreenKnightSummonInterval;
                _existGreenKnight            = false;
            }                   // else do nothing
        }

        if (_existBlackKnight == true)
        {
            EnemyChaseShoot blackKnight = GetComponentInChildren <EnemyChaseShoot> ();
            if (blackKnight == null)                    // black knight is gone!
            {
                _nextTimeToSummonBlackKnight = Time.time + BlackKnightSummonInterval;
                _existBlackKnight            = false;
            }                   // else do nothing
        }
    }