Esempio n. 1
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 public void Awake()
 {
     context_  = new AIContext(this);
     me_       = GetComponent <EnemyScript>();
     mySenses_ = GetComponent <ISensingActor>();
     movable_  = GetComponent <IMovableActor>();
     shooter_  = GetComponent <IShootingActor>();
 }
Esempio n. 2
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    void Start()
    {
        myMovement_ = GetComponent <IMovableActor>();
        mySenses_   = GetComponent <ISensingActor>();
        mySenses_.SetLookForPlayerLoS(true, maxDistance: 10);
        me_        = GetComponent <IEnemy>();
        myPhysics_ = GetComponent <IPhysicsActor>();

        StartCoroutine(AI());
    }
Esempio n. 3
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 private void Awake()
 {
     collider_   = GetComponent <Collider2D>();
     myMovement_ = GetComponent <IMovableActor>();
     mySenses_   = GetComponent <ISensingActor>();
     mySenses_.SetLookForPlayerLoS(true, maxDistance: 10);
     me_          = GetComponent <IEnemy>();
     myPhysics_   = GetComponent <IPhysicsActor>();
     transform_   = transform;
     enemyScript_ = GetComponent <EnemyScript>();
 }
Esempio n. 4
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    private new void Awake()
    {
        myMovement_ = GetComponent <IMovableActor>();
        mySenses_   = GetComponent <ISensingActor>();
        mySenses_.SetLookForPlayerLoS(true, maxDistance: 10);
        mySenses_.SetLookForNearbyCover(true, 3);
        me_        = GetComponent <IEnemy>();
        myPhysics_ = GetComponent <IPhysicsActor>();

        base.Awake();
    }
Esempio n. 5
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    void Start()
    {
        movable_ = GetComponent <IMovableActor>();
        senses_  = GetComponent <ISensingActor>();
        senses_.SetLookForPlayerLoS(true, maxDistance: 20);
        me_           = GetComponent <IEnemy>();
        physicsActor_ = GetComponent <IPhysicsActor>();
        bulletPool_   = SceneGlobals.Instance.EnemyIceBulletPool;
        audioManager_ = SceneGlobals.Instance.AudioManager;

        StartCoroutine(AI());
    }
Esempio n. 6
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    private new void Awake()
    {
        myMovement_ = GetComponent <IMovableActor>();
        mySenses_   = GetComponent <ISensingActor>();
        mySenses_.SetLookForPlayerLoS(true, maxDistance: 12);
        mySenses_.SetLookForNearbyCover(true, maxDistance: 4);
        me_           = GetComponent <IEnemy>();
        myPhysics_    = GetComponent <IPhysicsActor>();
        bulletPool_   = SceneGlobals.Instance.DragonHatchlingProjectilePool;
        audioManager_ = SceneGlobals.Instance.AudioManager;
        transform_    = transform;

        base.Awake();
    }
Esempio n. 7
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 private void Awake()
 {
     collider_   = GetComponent <Collider2D>();
     aiPath_     = GetComponent <AIPath>();
     myMovement_ = GetComponent <IMovableActor>();
     mySenses_   = GetComponent <ISensingActor>();
     mySenses_.SetLookForPlayerLoS(true, maxDistance: 10);
     me_           = GetComponent <IEnemy>();
     myPhysics_    = GetComponent <IPhysicsActor>();
     transform_    = transform;
     enemyScript_  = GetComponent <EnemyScript>();
     bulletPool_   = SceneGlobals.Instance.MinotaurProjectilePool;
     audioManager_ = SceneGlobals.Instance.AudioManager;
 }
Esempio n. 8
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    private void Start()
    {
        enemyScript_ = GetComponent <EnemyScript>();
        myMovement_  = GetComponent <IMovableActor>();
        mySenses_    = GetComponent <ISensingActor>();
        mySenses_.SetLookForPlayerLoS(true, maxDistance: 10);
        me_                = GetComponent <IEnemy>();
        myPhysics_         = GetComponent <IPhysicsActor>();
        rendererTransform_ = enemyScript_.SpriteRenderer.transform;
        transform_         = transform;
        body_              = GetComponent <Rigidbody2D>();

        Timing.RunCoroutine(AICo().CancelWith(gameObject));
    }
Esempio n. 9
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 private void Awake()
 {
     collider_   = GetComponent <Collider2D>();
     aiPath_     = GetComponent <AIPath>();
     myMovement_ = GetComponent <IMovableActor>();
     mySenses_   = GetComponent <ISensingActor>();
     mySenses_.SetLookForPlayerLoS(true, maxDistance: 10);
     me_          = GetComponent <IEnemy>();
     myPhysics_   = GetComponent <IPhysicsActor>();
     transform_   = transform;
     enemyScript_ = GetComponent <EnemyScript>();
     enemyScript_.SetDamageFilter(DamageFilter);
     shield_ = GetComponentInChildren <ShieldScript>();
     shield_.gameObject.SetActive(false);
 }
Esempio n. 10
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    private void Start()
    {
        movable_ = GetComponent <IMovableActor>();
        senses_  = GetComponent <ISensingActor>();
        senses_.SetLookForPlayerLoS(true, maxDistance: 20);
        me_           = GetComponent <IEnemy>();
        physicsActor_ = GetComponent <IPhysicsActor>();
        bulletPool_   = new List <GameObjectPool>()
        {
            SceneGlobals.Instance.ElfIceArrowProjectilePool, SceneGlobals.Instance.ElfFireArrowProjectilePool
        };
        triggerActions = new List <Func <Vector3, IEffect> >()
        {
            IceArrowEffect, FireArrowEffect
        };
        audioManager_ = SceneGlobals.Instance.AudioManager;

        StartCoroutine(AI());
    }