public void Start() { GameObject temp = GameObject.FindGameObjectWithTag("Spawner"); //Debug.Log(temp); spawner = temp.GetComponent <EnemySpawning>(); }
public void InitializeEnemies() { GameObject EnemySpawner = GameObject.Find("EnemySpawner"); if (EnemySpawner == null) { return; } EnemySpawning es = EnemySpawner.GetComponent <EnemySpawning>(); if (es == null) { return; } Vector3 chunkSize = ChunkManager.Chunk2GlobalRate * Vector3.one; Vector3 chunkCenter = transform.position + chunkSize / 2; chunkCenter.y = 0; // print(chunkCenter); if (!es.IsInSpawnRegion(chunkCenter)) { return; } // Spawn enemies in es.SpawnInChunkEnemies(chunkCenter, chunkSize); }
// Use this for initialization void Start() { actiontime = 5; O_actiontime = actiontime; //wfs = new WaitForSeconds (animas[0].length); map = GameObject.FindGameObjectWithTag("Scripts").GetComponent <MapGen>(); es = GameObject.FindGameObjectWithTag("enemymanager").GetComponent <EnemySpawning>(); }
void Start() { GameObject temp = GameObject.FindGameObjectWithTag("Spawner"); //Debug.Log(temp); spawner = temp.GetComponent <EnemySpawning>(); shake = GameObject.FindGameObjectWithTag("ScreenShake").GetComponent <Shake>(); soundNum = Random.Range(0, 6); }
void Awake() { SniperGroupA = GameObject.FindGameObjectWithTag("SniperSpawnsA"); SniperGroupB = GameObject.FindGameObjectWithTag("SniperSpawnsB"); SniperGroupC = GameObject.FindGameObjectWithTag("SniperSpawnsC"); FlakGroupA = GameObject.FindGameObjectWithTag("FlakSpawnsA"); FlakGroupB = GameObject.FindGameObjectWithTag("FlakSpawnsB"); FlakGroupC = GameObject.FindGameObjectWithTag("FlakSpawnsC"); playerObject = GameObject.FindGameObjectWithTag("Player"); player = playerObject.GetComponent <PlayerController>(); enemyManager = GameObject.FindGameObjectWithTag("Enemy Manager"); enemySpawningScript = enemyManager.GetComponent <EnemySpawning>(); objectiveText = GameObject.Find("Canvas/ObjectiveText").GetComponent <Text>(); objAmountText = GameObject.Find("Canvas/objAmountText").GetComponent <Text>(); scoreText = GameObject.Find("Canvas/scoreText").GetComponent <Text>(); gameController = GameObject.Find("GameStaticController").GetComponent <GameStaticController>(); defendAreaObjectiveActive = false; KillSnipersObjectiveActive = false; FlakCannonsObjectiveActive = false; doseAreaDefendExist = false; DefendAreaLocated = false; //1 KillSnipersLocated = false; //2 FlakCannonsLocated = false; //3 Area1Done = false; Area2Done = false; Area3Done = false; //objArea.isActive = false; ObjectivesCompleted = 0; EnemySnipersDone = false; FlakCannonsAmount = 1; FlakCannonsKilled = 0; FlakCannonsDone = false; objectiveReward = objectiveReward * gameController.scoreMultiplier; gameController.GlobalScore = 0; area1 = Random.Range(1, 4); area2 = Random.Range(1, 4); area3 = Random.Range(1, 4); objectiveText.text = ""; objAmountText.text = ""; gameController.gameMusic.Stop(); gameController.gameMusic.loop = true; gameController.gameMusic.clip = gameController.gameFile; gameController.gameMusic.volume = 0.8f; gameController.gameMusic.Play(); }
// This function is called when a collision with another object is detected. private void OnCollisionEnter2D(Collision2D coll) { // Checks if it's already collided then calculates the number of overtakes by using the amount of enemies spawned halved (to ignore simulator enemies). if (!collision) { GameObject gameManager = GameObject.Find("GameManager"); EnemySpawning enemySpawning = gameManager.GetComponent <EnemySpawning>(); numberOfOvertakes = enemySpawning.numberOfDespawns / 2; collision = true; } }
void Start() { instance = this; maxNumberOfEnemies = 2; maxY = spawnRadius[0].position.y; minY = spawnRadius[1].position.y; xSpawn = new float[2] { spawnRadius[0].position.x, spawnRadius[1].position.x }; }
// Update is called once per frame private void Start() { GameObject EnemyManagerGameObject = GameObject.FindGameObjectWithTag("enemymanager"); enemySpawner = EnemyManagerGameObject.GetComponent <EnemySpawning>(); currentHealth = maximumHealth; coolDowntimer = AttackSpeed; agent.updateRotation = false; agent.updatePosition = true; }
void Start() { wave = 0; score = 0; //SetScoreText (); //winText.text = ""; //Locating the gameObject holding the EnemySpawning script in the scene spawning = GetComponent <EnemySpawning>(); waveStart = GetComponent <AudioSource>(); StartNewRound(); }
internal EnemyID CurrentEnemyID; //this enemies type] private void Awake() { maincamera = GameObject.Find("Main Camera"); TeleportSound = (AudioClip)Resources.Load("Audio/Sound Effects/RandomSfx/pot"); KillZoneSound = (AudioClip)Resources.Load("Audio/Sound Effects/RandomSfx/lvlup"); DeathSound = (AudioClip)Resources.Load("Audio/Sound Effects/AbstractPackSFX/Files/AbstractSfx/39"); DamageSound = (AudioClip)Resources.Load("Audio/Sound Effects/AbstractPackSFX/Files/AbstractSfx/73"); CGG = GameObject.Find("GameGrid").GetComponent <CreateGameGrid>().GetGrid(); //finding components needed GameManager = GameObject.Find("GameManager").GetComponent <GameManagerStuff>(); ESp = GameObject.Find("EnemyController").GetComponent <EnemySpawning>(); killzonepathing = new GameObject("killzone pathing"); //create a game ovbject past the last tile of the grid to aim for to ensure death by killzone collision Ally = gameObject; }
void Start() { spawner = GameObject.Find("EnemySpawning").GetComponent <EnemySpawning>(); ScoreSet = GameObject.Find("UI").GetComponent <UI_Main>(); UpgradeDetect = GameObject.Find("UpgradeBrain(Clone)").GetComponent <Upgrades>(); if (gameObject.name.Contains("EnemyCorsair")) { enemyMoveSpeed = 1f; EnemyHealth = 16; } if (gameObject.name.Contains("EnemyFighter")) { enemyMoveSpeed = 2f; EnemyHealth = 8; } }
void Awake() { playerTransform = GameObject.FindGameObjectWithTag("Player").transform; player = playerTransform.GetComponent <PlayerController>(); enemyManager = GameObject.FindGameObjectWithTag("Enemy Manager"); enemyScript = enemyManager.GetComponent <EnemySpawning>(); //triggerTarget = GameObject.FindGameObjectWithTag("Trigger Target").transform; isDead = false; currentHealth = startingHealth; currentMagazine = startingMagazine; }
public void ResetVariables() { Enemies_Killed = 0; GetPlayer_Monster.PlayerHealth = 3; EnemyFollow.PlayerToEnemy_Damage = 1; GetPlayerMovement.PlayerMovSpeed = 100; BulletController.BulletRange = 0.5f; GetPlayerShooting.BulletSpeed = 0.1f; GetPlayerShooting.Player_Bullets.transform.localScale = new Vector3(2, 2, 0); GetPlayerShooting.cooldown = 2; GetPlayerShooting.Delay = 1; EnemySpawning.SetOriginalState(); GetBossSpawner.SetOriginalState(); }
// This is basically the start function for the base class. public void FindTheComponents() { UpgradeMaster = Resources.Load <GameObject>("Upgrades/UpgradesMaster") as GameObject; SetTheUpgrades(); spawner = GameObject.Find("EnemySpawning").GetComponent <EnemySpawning>(); ScoreSet = GameObject.Find("UI").GetComponent <UI_Main>(); UpgradeDetect = GameObject.Find("UpgradeBrain(Clone)").GetComponent <Upgrades>(); AssetPool = GameObject.Find("GameMaster").GetComponent <Pooling>(); boxColFoV = transform.GetChild(1).gameObject.GetComponent <BoxCollider>(); objWeaponSpawnLocation = transform.GetChild(2).gameObject; fOriginAngle = transform.eulerAngles.y; multiShotCount = spawner.GetPlayerRef(); StartingVectorX = gameObject.transform.position.x; StartingVectorZ = gameObject.transform.position.z; }
void Awake() { currentHP = maxHP; enemySpawning = GetComponentInParent <EnemySpawning>(); anim = GetComponent <Animator>(); player = GameObject.FindGameObjectWithTag("player"); pM = GameObject.FindGameObjectWithTag("Player").GetComponent <PlayerManager>(); transform.parent = null; rb = GetComponent <Rigidbody2D>(); sprRen = GetComponent <SpriteRenderer>(); }
void Awake() { if (enemySpawning == null) { enemySpawning = this; } if (enemySpawning != this) { Destroy(this); } if (enemyHolder == null) { enemyHolder = new GameObject("Enemy holder"); } }
// Checks to see if the player is in either paused or in a menu, in which case don't spawn an enemy. private void Update() { GameObject player = GameObject.Find("Player"); PlayerBehaviour playerScript = player.GetComponent <PlayerBehaviour>(); bool paused = playerScript.paused; bool mainMenu = playerScript.mainMenu; if (!paused && !mainMenu) { transform.Translate(speed, Space.World); // Checks if the car is out of the screen bounds, then de-spawns if it is. if (transform.position.y < screenBottom) { GameObject gameManager = GameObject.Find("GameManager"); EnemySpawning enemySpawning = gameManager.GetComponent <EnemySpawning>(); enemySpawning.numberOfDespawns = enemySpawning.numberOfDespawns + 1; Destroy(gameObject); } } }
// Use this for initialization void Start() { level = 1; enemyTracker = GameObject.FindWithTag("Spawner").GetComponent <EnemySpawning>(); statTracker = GameObject.FindWithTag("EditorOnly").GetComponent <LevelData>(); towerStuff = GameObject.FindWithTag("Tower").GetComponent <TowerController>(); states = GameObject.FindWithTag("Events").GetComponent <MenuScript>(); alreadyChanged = false; enemyTracker.spawnRate = Convert.ToSingle(statTracker.GetLevel(level)[1]); enemyTracker.remaining = Convert.ToInt32(statTracker.GetLevel(level)[3]); enemyTracker.spawnTime = Convert.ToInt32(statTracker.GetLevel(level)[4]); postTime = Convert.ToInt32(statTracker.GetLevel(level)[5]); condition = statTracker.GetLevel(level)[6]; }
public static Stage Create() { GameObject go = new GameObject("Stage"); StageInfo.instance.gameObject.transform.SetParent(go.transform); StageInfo.instance.Score = 0; StageInfo.instance.HitPoints = 0; Utils.AssignTransformFromTo(Design.visibleArea.transform, go.transform); Utils.ProvideCanvas(go); Stage result = go.AddComponent <Stage>(); EnemySpawning enemySpawning = go.AddComponent <EnemySpawning>(); enemySpawning.onShipDeath = new UnityAction <Ship>(result.OnEnemyDeath); PlayerSpawning playerSpawning = go.AddComponent <PlayerSpawning>(); playerSpawning.onShipDeath = new UnityAction <Ship>(result.OnPlayerDeath); playerSpawning.onChangeHitPoints = new UnityAction <Ship>(result.OnPlayerChangeHitPoints); return(result); }
void Awake() { EnemySpawning.instance = this; EnemySpawning.instance.aliveChildren = 0; }
void Start() { EnemySpawning = GetComponent <EnemySpawning>(); }
// Start is called before the first frame update void Start() { scr_EnemySpawning = GetComponent <EnemySpawning>(); WaveStart(); }